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标题: TS2013:快速驾驶编组教程(英文) [打印本页]

作者: 云中漫步    时间: 2013-2-20 12:01
标题: TS2013:快速驾驶编组教程(英文)
Train Simulator 2013 :快速驾驶编组教程(英文)

ChrisTrains网站上转载的,与大家共享。

如有人愿意重新整理编写成中文教程,那就再好不过的啦!{:soso_e142:}



Railworks /Train Simulator 2013 FAQ : QuickDrive consists

Note:This guide is really intended for developers making their owntrains and rolling stock. Trying to do this to other people's rolling stock (inthe 'assets' folder) is much harder (but not impossible).
QuickDrive consists allow players to quicky pick a train, a route, and sometime of day information and hop into the train and go. It means casual usersdon't need to know how to make their own scenarios just to drive trains intheir collection. Making your add-ons available to QuickDrive is quitestraightforward. For best results there are two steps to complete - the firstis the consist itself, the second is the Loco Information screen.
Consistcreation

                              [attach]53334[/attach]
To addconsists to 2013 for your product, you need to create a PreLoad folder in your source developer folder structure. I'musing my own products as an example here, so you can see my PreLoad folder sitshere: C:\Program Files (x86)\Steam\steamapps\common\railworks\Source\ChrisTrains\RailSimulator\PreLoad.
Navigate tothis folder in the blueprint editor, right-click the folder and choose New Blueprint. From the list, select ConsistBlueprint. The Consist Entry section is where you put togetherthe consist by referencing the XML files for each wagon. You can do this forboth your own wagons and engines as well as the ones that come supplied withthe game, even though you don't have the sources to those items. Take a look atthe screen below and you'll see the first two entries from one of my consists.This is my 2200 class engine with one of the Railworks-provided wagons behindit.
[attach]53335[/attach]
For theengine, you can see I've directly referenced my own XML file for the enginedefinition. For the Railworks wagon, I've referenced an XML file that doesn'texist but that's OK - when you build this consist, as long as you choose Export This in the blueprint editor, it will only export the .bin file for theconsist, and not try to convert any of the child entities that you'vereferenced. That entry to the Railworks XML file for the Eanos (in this case)will become an entry for a .bin file, and that file does exist.
There's obviously an important caveat here : if you attempt to reference amodel that doesn't exist, your consist will fail.
A littlelower down the consist blueprint you'll find the human-readable names that willappear in the game's QuickDrive menu system:
[attach]53336[/attach]
The Loco Name is the name that shows up when yougo into the main train selection screen in QuickDrive. If you have severalconsists available for the same engine, then this name should be the same ineach consist file. The Display Name is the actual consist name thatshows up in the second menu screen after you've picked the engine.
[attach]53337[/attach]
Finally, atthe bottom of the consist blueprint, you'll find some important informationabout how this consist can be used by the player and the game's AI.
[attach]53338[/attach]
Obviously youneed to make sure the Engine type is set correctly. The era datesdetermine which era the engine will show up if the player chooses to filtertheir engines by era instead of by type. Drivableconsist needs to beset to True if this is a consist you want players to control, or False if it'sone you want the game to control and place using the quickdrive AI. The Consist Type determines the priority of theconsist at signals. The higher up the list, the higher the priority, so ifyou're in a gravel freight train and an Intercity Passenger train is coming upthe line, you'll have to wait. Possibly the most important part of the wholeblueprint are the power choices. Depending on how you set the options forPantograph, 3rd rail and 4th rail, will determine where this consist can beused. It's important to note that routes that only have part electrification donot allow the consist to work on them. For example if a consist is set to HasPantograph = True, it will not be playable on the Great Western Main Line becauseonly part of that line has overhead cables.
The Consist valid route section determines where the game's AI can place thisconsist. The Route GUID is the long string of numbers and letters for the route'sfolder name in the assets tree. For example C:\ProgramFiles (x86)\Steam\steamapps\common\railworks\Content\Routes\6268b042-6154-4ec9-b060-bcc702dd18e3. This is really important: An electictrain should not list non-electrified routes in this section
. If it does, the game will fail whendrivers attempt to QuickDrive that route as the AI will not be able to move anelectric train on a non-electrified route.
Remember when you export the blueprint, choose Export This and NOT just 'Export'. This ensuresthat only the consist blueprint gets exported and that it doesn't attempt toconvert the child wagons.
LocoInformation

[attach]53339[/attach]
The abovesection is all that needs to happen for a consist to appear in QuickDrive, butfor user-friendliness, the LocoInformation folder should be populated too. Thisfolder needs to be created your developer Assets folder directly - as it isn't ablueprint, it will not be placed there by the blueprint editor. TheLocoInformation folder should reside in the same folder as the XML/BINdefinition for the engine that it represents, or it won't show up in the game.In this example the BIN file for my 2200 class diesel locomotive is here sothis is the folder that should contain the LocoInformation folder: C:\ProgramFiles (x86)\Steam\steamapps\common\railworks\Assets\ChrisTrains\RailSimulator\RailVehicles\Locomotives\Diesel\NS Class 2200\Engine.
This folder should have a small image in it (256x128 pixels) in PNG format, RGBmode.
[attach]53340[/attach]
This is the picture that shows up inthe game menus. A number of subfolders should be here too, one for eachlanguage that you want a description to appear in. In this example you can seethe small thumbnail of the 2200 engine and an En folder for English. In the languagefolder, you need a single file called Description.html which is a short HTML file thatshows up when players select Info for an engine they're looking at in thegame's menu system. You can find examples of the format of this file and thesize of the PNG picture in any of the installed examples that come with thegame.



作者: zhaohanlong    时间: 2013-2-20 14:18
第4张图里的车好想要……




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