Is It Possible to Edit Automobile Traffic?

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Is It Possible to Edit Automobile Traffic?

Unread postby Minneapolitan » Sat Sep 23, 2023 11:17 am

I'm starting a new route set in the late 1950's. I find the VNHRR roads are the best to use.

The only downside is that its traffic includes those absolutely insufferable dorks on bright yellow mopeds. And for some reason, they appear in staggeringly disproportionate numbers. Many times when I've blocked a crossing, the town will seem to have been taken over by a biker gang...of total dweebs on mopeds. It's really obnoxious.

So I went to Assets > VNHRR > Springfield > Scenery > Vehicles and found a file called spawner-Kuju-Bike.bin . After copying it to my desktop for safety, I deleted it.

HOOZAH!! The VNHRR roads are working perfectly fine AND those dorks on mopeds are gone. But now I'm wondering...

*!question!* Is it possible to add automobiles from other routes into the road traffic of a different route (in my case VNHRR roads)?

And if so, what is the CORRECT way of doing it?


I tried copying some 1957 DeSotos from the Route Objects from WACampbell (acquired from the RWA Lakeside Route) into the same place where I deleted the Kuju moped, making sure to mind what I assume are the proper places for both the GeoPcDx files AND the TgPcDx files. But this did not work. The vehicular traffic on the VNHRR roads still work fine - just no DeSotos.

If that didn't work, with my luck, pressing further runs the risk of somehow upending the entire program and somehow instead start playing a game of "Thermonuclear War" while NORAD, unbeknownst to us all, has been lowered to DEFCON-2 and now I'm Matthew Broderick having to save the world...
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Re: Is It Possible to Edit Automobile Traffic?

Unread postby GreatNortherner » Sun Sep 24, 2023 4:42 am

Hi,
Ah yes, the Connecticut Mod Invasion. **!!bang!!**
In our defence, back when we built the route there wasn't much available in custom road vehicles and so we made heavy use of what the Kuju assets offered, including a certain little yellow scooter. And I had probably just watched Quadrophenia. !*roll-laugh*!

But to actually answer your question: you can add pretty much any vehicle you want to the car spawners. It requires three steps:

1) copy the Geo and textures and the .bin file of the desired vehicles into the route's assets

2) edit the vehicle's .bin file in RW Tools so that all file/path and provider/product references in it match the new location

3) Locate the traffic spawner blueprints (on the VNH, they're the files "VNHRR Road Traffic ###.bin" found in Assets\VNHRR\Springfield\RailNetwork\Road (location and name are different on other routes) and open them in TS Tools. In them you'll find a list of all the vehicles that can spawn (including the scooter), which you can replace to your liking. Or you could expand the list and add extra entries for more variety.

That should do it. As always, create backups of the files before editing.

Note that you can skip the first two steps and link to the new cars directly in their original location, but that means you'll have to enable their Provider/Product filter permanently on the route so that they'll show up. Which I think increases loading times on scenario startup.

Cheers,
Michael
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Re: Is It Possible to Edit Automobile Traffic?

Unread postby mindenjohn » Sun Sep 24, 2023 5:34 am

Michael

Thank you for a great piece of information. *!!thnx!!* *!!thnx!!*
John

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Re: Is It Possible to Edit Automobile Traffic?

Unread postby Minneapolitan » Sun May 05, 2024 10:20 pm

After I asked this original question, I was sidetracked by some real life stuff and now I'm just getting back after many months. Belated thanks for the response.

GreatNortherner wrote:Ah yes, the Connecticut Mod Invasion.

Hey, better than hippies.

GreatNortherner wrote:2) edit the vehicle's .bin file in RW Tools so that all file/path and provider/product references in it match the new location

RW Tools. This is something I know very little about. I did a quick internet search and it appears to be a...separate program? And the guy who runs it is retired? In layman's terms, what is it, where can I find it, and do any good tutorials exist for it? I know that might be an obnoxious request but I'm still interested in learning.
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Re: Is It Possible to Edit Automobile Traffic?

Unread postby buzz456 » Mon May 06, 2024 6:45 am

https://www.trainsimcommunity.com/mods/ ... 3-ts-tools

RWTools is now TSTools and yes he's retired, however it's available here.
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Re: Is It Possible to Edit Automobile Traffic?

Unread postby jlms48 » Tue May 07, 2024 10:09 am

GN has given you a succinct answer.
I answered a similar question last month.
https://railworksamerica.com/forum/viewtopic.php?f=87&t=25141
In that case, the OP didn't specify which road sections he was using so I gave some examples of changing traffic vehicles based on early Kuju roads and traffic.
The plague of yellow scooters was also common on a number of UK Routes. It arose because the first vehicle in the list to be spawned was generated in far larger numbers than other vehicles on the list. If it happens to be the yellow scooter your road traffic looked like Hanoi. The simplest solution was just to delete the reference to the .geo file in the blueprint for Vehicle 00 in the list. This was some sort of bug which DTG might have rectified by now.
You can specify a number of parameters for each vehicle being spawned, such as spawn frequency , speed, separation distance , whether to overtake etc. You can have some fun playing around with these , for example by putting a slow moving vehicle, such as a tractor, on a busy road.
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