Blueprint Editor Setup and Uses

Discussion of rolling-stock creation & re-painting.

Blueprint Editor Setup and Uses

Unread postby OlPaint » Sat Mar 16, 2013 1:42 pm

I am just now coming to grips and getting familiar with Railworks4 design and editing tools. I am beginning to appreciate the power built into Mike Simpson's RW_Tools utility and am learning how to take advantage of its functionality. Now I am finding references to a BluePrint Editor. What is this utility, where can I find it, what can it do for me, and finally how is it setup?

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Re: Blueprint Editor Setup and Uses

Unread postby Chacal » Sun Mar 17, 2013 1:18 am

Launch it from the Utilities program in the Railworks folder.
It doesn't need setting up.
The best instructions for its use are in RSC's developer docs, in the support section of RSC's web site.
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Re: Blueprint Editor Setup and Uses

Unread postby PolyesterMafia » Sun Mar 17, 2013 7:30 am

In short, the BP editor is where you hook your shape files, sound files, or whatever files you are trying to get into the game, to a Blueprint. This Blueprint contains information on what the name of your shape file is, where it is located (path), name visible in the game, does it have Child objects, and so on. Once you export the BP, it becomes a .bin file in Railworks, which is just an encoded .xml file. Each different type of Blueprint can accomplish a different purpose.

It should be noted that the Asset Editor does the same thing as the Blueprint Editor, save that the BP editor cannot preview shape files that you are working on. Also, the BP editor can run and export while the Railworks game itself is running. The Asset Editor, while able to run while the game is running, cannot Preview during a game session.
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Re: Blueprint Editor Setup and Uses

Unread postby Chacal » Mon Mar 18, 2013 12:28 pm

PolyesterMafia wrote:It should be noted that the Asset Editor does the same thing as the Blueprint Editor, save that the BP editor cannot preview shape files that you are working on. Also, the BP editor can run and export while the Railworks game itself is running. The Asset Editor, while able to run while the game is running, cannot Preview during a game session.


That answers a lot of questions for me. I always wondered what the difference was.
Thanks!
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