Route and Trainset Filter

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Route and Trainset Filter

Unread postby Bananarama » Fri Sep 21, 2012 5:57 am

I posted most of the following over at TS.com in response to a problem displaying installed 3rd-party routes...

TS2013 has a new way of presenting routes and rolling stock, which I believe all will now require a route "metadata" file in order to display and/or filter properly. The files, a route metadata and an optional 256 x 128 image, help you navigate the various routes and trainsets you might have installed. I haven't investigated the whole mess, but the previously mentioned files need to be in a folder within the developer's main route directory called PreLoad (check the default files for guidance). I created a few for some of the route projects I'm tinkering with and all show up in the -drive by route- section without issue (except that the current Blueprint Editor is busted - restored from my RW3 backup and it worked like a charm):

Assets
---- Developer
-------- Add-on
---------------- Preload <---- this folder contains the Metadata Blueprint and the optional 256 x 128 image

BTW, I miss the main user-created loading screens of the past versions, but perhaps I'll come across more interesting tweaks over the weekend. Overall I'm very impressed with the new TS2013 update - everything loads and runs faster, plus several the update addressed a few visual bugs that have been around since the days of RS. Right now, I'm in hog-heaven! :D
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Re: Route and Trainset Filter

Unread postby artimrj » Fri Sep 21, 2012 6:01 am

I read that some people were doing things to the loading screen so they removed it. However if you play off line, it will be there. I could not get an answer as to what some people were doing with it. I guess they were bad boys??
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Re: Route and Trainset Filter

Unread postby Bananarama » Fri Sep 21, 2012 6:13 am

Hi Bob,

I doubt "bad boy" user-created screens were an issue - I've never seen or heard of a poorly created one (many don't bother to create the screen to begin with). I don't know the real reason, but my guess is that with the removal of the wrapper and the route-loading Flash player that RSC can display new routes and perhaps advertise DLC content with lower system overhead.
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Re: Route and Trainset Filter

Unread postby eyein12 » Fri Sep 21, 2012 7:01 am

!*don-know!* !*don-know!*
Hack wrote:I posted most of the following over at TS.com in response to a problem displaying installed 3rd-party routes...

TS2013 has a new way of presenting routes and rolling stock, which I believe all will now require a route "metadata" file in order to display and/or filter properly. The files, a route metadata and an optional 256 x 128 image, help you navigate the various routes and trainsets you might have installed. I haven't investigated the whole mess, but the previously mentioned files need to be in a folder within the developer's main route directory called PreLoad (check the default files for guidance). I created a few for some of the route projects I'm tinkering with and all show up in the -drive by route- section without issue (except that the current Blueprint Editor is busted - restored from my RW3 backup and it worked like a charm):

Assets
---- Developer
-------- Add-on
---------------- Preload <---- this folder contains the Metadata Blueprint and the optional 256 x 128 image

BTW, I miss the main user-created loading screens of the past versions, but perhaps I'll come across more interesting tweaks over the weekend. Overall I'm very impressed with the new TS2013 update - everything loads and runs faster, plus several the update addressed a few visual bugs that have been around since the days of RS. Right now, I'm in hog-heaven! :D



hey marc how do you create the meta data blueprint then so that an old route displays properly? !*don-know!*
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Re: Route and Trainset Filter

Unread postby Bananarama » Fri Sep 21, 2012 8:04 am

eyein12 wrote:hey marc how do you create the meta data blueprint then so that an old route displays properly? !*don-know!*

  1. Create a new folder within your developer\add-on directory called "PreLoad"
  2. Open the Blueprint Editor (BE) - I had to use a pre-update backup copy since the current one threw up errors upon export
  3. From BE, right-click on the PreLoad folder to create a new Blueprint, select Metadata blueprint from the list, and then name the new Blueprint something meaningful
  4. If not already open, double left-click the Metadata Blueprint from the left pane to open in the right window
  5. Click the '+ sign at the top-left next to the words Meta data... and then click the Insert first button
  6. Provide a name for the route in the Name field (this is for the in-game display)
  7. Change the filtering options to better categorize the route (true or false options)
  8. Optional: If you have 256 x 128 thumbnail (in ACE format) for the route, enter the path to the image in the Thumbnail texture ID field
  9. Enter the route GUID (the long number given to your route) into the Route GUID field
  10. Export and test in the sim
:D
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Re: Route and Trainset Filter

Unread postby artimrj » Fri Sep 21, 2012 8:17 am

Dumb question from me, how do you make an ACE file? Haven't played with ACE files since MSTS.
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Re: Route and Trainset Filter

Unread postby imnew » Fri Sep 21, 2012 8:47 am

Thanks Marc !!*ok*!!
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Re: Route and Trainset Filter

Unread postby Bananarama » Fri Sep 21, 2012 9:32 am

artimrj wrote:Dumb question from me, how do you make an ACE file? Haven't played with ACE files since MSTS.

Use the RSC RWAceTool: http://www.railsimdownloads.com/files/c ... ceTool.zip
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Re: Route and Trainset Filter

Unread postby Chacal » Fri Sep 21, 2012 9:50 am

artimrj wrote:I read that some people were doing things to the loading screen so they removed it. However if you play off line, it will be there. I could not get an answer as to what some people were doing with it. I guess they were bad boys??


There is a huge risk when you run someone else's code on your computer.
Modern browsers have security controls to reduce this risk, games usually have not.
So running a 3rd-party web page (essentially a script) inside a game is risky.
Same goes for games that allow DLC authors to add Python or Lua scripts in their content.
Not sure about Lua, but Python lets you do nasty things to the user's computer.
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Re: Route and Trainset Filter

Unread postby artimrj » Fri Sep 21, 2012 10:01 am

Duh again, thanks Marc. I have that on my system already. Told you it was dumb of me.
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Re: Route and Trainset Filter

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 21, 2012 10:42 am

LUA scripts can also issue operating system command like deleting files etc. Those who tinkered with the Class 142 railbus probably know about this.

Is it wise to remove administrator privilege or UAC from the game's executables? That way they stay within the current user file privileges? And if the current user is an administrator himself, are the files save from being tampered with by a game?
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Re: Route and Trainset Filter

Unread postby PapaXpress » Fri Sep 21, 2012 11:04 am

Not that this has to do with the trainset filter, but I was working on my route last night to see if there were any new goodies, and there are some small ones that make a difference.

+ The placement gizmo is better aligned to the X and Y planes and is much easier to grab (the look as changed as well).
+ If an object's name is too long for the panel, and you hover over it will start to scroll across so you can read it.
+ When you switch between object categories it remembers where you were a lot better than in TS2012.

- There does seem to be a problem setting a bookmark for an object. It still works and all, but the highlight is almost black for me.
- Duplicate gradient control? (already mentioned in the silent thread) Not sure whats up with that.

Update...

I should have posted this in this thread:
viewtopic.php?p=69343#p69343
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Re: Route and Trainset Filter

Unread postby SMMDigital » Fri Sep 21, 2012 3:47 pm

I have updated the Metadata for the C39-8 and uploaded the .rwp to the C39-8 page at smmdigital.net. It's not a necessary file, but it does add a bit of eye-candy to the game.

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Re: Route and Trainset Filter

Unread postby Bananimal » Fri Sep 21, 2012 8:14 pm

How does one go about updating meta information for locomotives? I've got a ton of 3rd party locos I'd like to show properly in the sim. You'd think that RSC could at least have written a PDF on how to organize you assets in the new menu system.
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Re: Route and Trainset Filter

Unread postby Bananimal » Fri Sep 21, 2012 10:54 pm

Tried that. It is for routes.
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