Begineer at Route Building.
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- AScottinManc
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Begineer at Route Building.
Ok, so I got my Google Maps working in Train Sim and also got DEM Terrain data to work properly. I have been experimenting laying track e.t.c. but I have a couple of questions before I take route building more seriously.
1) I am wanting to build a real-life route (not saying where) would it be best to visit the location in real-life to get a better idea of the area around the railway?
2) I am aware of the BR Mainline Graidents book on Amazon, however, how do you measure graidents in the route builder?
3) Probably the most stupid question, but how do you save your route once you've started laying track e.t.c. I can't find a save option all I can see is an Orange train and that takes me into the sceniro editior and all my track work e.t.c. is lost
1) I am wanting to build a real-life route (not saying where) would it be best to visit the location in real-life to get a better idea of the area around the railway?
2) I am aware of the BR Mainline Graidents book on Amazon, however, how do you measure graidents in the route builder?
3) Probably the most stupid question, but how do you save your route once you've started laying track e.t.c. I can't find a save option all I can see is an Orange train and that takes me into the sceniro editior and all my track work e.t.c. is lost
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gptech
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Re: Begineer at Route Building.
Definitely.AScottinManc wrote:1) I am wanting to build a real-life route (not saying where) would it be best to visit the location in real-life to get a better idea of the area around the railway?
Do you mean set the gradient you wish to lay track at?...Once you've selected track, the bottom left hand flyout has a wee triangle with a box where you input the gradient; so to lay track going up a 1:100 hill you'd type in 100. Coming downhill it'd be -100. Once laid use the 'Select' tool to select any areas with too sharp a transition and use the 'Smooth Gradient' tool to do as it says---smooth things out--both of which are in the top left flyout.AScottinManc wrote:2) I am aware of the BR Mainline Graidents book on Amazon, however, how do you measure graidents in the route builder?
F2 key saves, as does the big orange right pointing arrow head at the bottom right of the screen...this takes you to 'Drive' mode but you'd be prompted to save first. Once you've done some editing it's worthwhile copying the Content\Routes folder for your work somewhere safe, a separate dated folder for each copy of successive edits is a ploy many use, then when you mess it up you can easily copy/paste the last good edit back into the game.AScottinManc wrote:3) Probably the most stupid question, but how do you save your route once you've started laying track e.t.c. I can't find a save option all I can see is an Orange train and that takes me into the sceniro editior and all my track work e.t.c. is lost
- dewilkinson
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Re: Begineer at Route Building.
To reinforce what GPTech said
If you want your route to look accurate definitely visit the locations and photograph each stretch (where you can get access) from various angles. If you are doing a historical setting they are many maps and photos available with a bit of digging. You will probably find that you will need to learn how to create scenery assets if you want buildings to look right, unless you are happy to accept near fits. I create my own buildings for specific ones close to the track and rely on standard ones for assets further away.
You will find DEM data isn't quite as precise as you first think. If you have gradients, (my route is historical and I cannot find gradients so have to rely on DEM data) you will find small embankments/cuttings will appear where they don't exist. You will either have to adjust the land height or use a slightly different gradient. Minor discrepancies with gradients and scenery assets are not noticeable when you are driving (particularly on fast stretches), the key is does it feel right. So don't get too hung up on absolute accuracy.
Taking a backup copy of your route folder is absolutely essential. I do it at the start of each editing session, and mid way through if it is a long session. Also use <F2> regularly to save your changes. TS2016 occasionally does something odd and you can lose your work.
Another tip is I found it helpful to have practice route for laying complex track work. Practice making single and double slips etc before doing them on your main route. I have found it useful to keep a record of what assets etc I use and where they are in the asset list to making finding them again easier (when you get lots of add-ons your asset lists become rather long). I'd also advise when you get more experienced having a look at RWTools, it has some very useful features.
Decide early on about track rules and point levers, I adopt a policy of mainlines don't have them, just in sidings so that the system automatically set mainline routes in scenarios.
I have found that posting a 'how do I do this' on this forum usually elicits some very helpful answers (and I am eternally grateful to those who helped me), so don't struggle for to long before posting.
I found route creation a bit frustrating to begin with, but it is now very rewarding.
If you want your route to look accurate definitely visit the locations and photograph each stretch (where you can get access) from various angles. If you are doing a historical setting they are many maps and photos available with a bit of digging. You will probably find that you will need to learn how to create scenery assets if you want buildings to look right, unless you are happy to accept near fits. I create my own buildings for specific ones close to the track and rely on standard ones for assets further away.
You will find DEM data isn't quite as precise as you first think. If you have gradients, (my route is historical and I cannot find gradients so have to rely on DEM data) you will find small embankments/cuttings will appear where they don't exist. You will either have to adjust the land height or use a slightly different gradient. Minor discrepancies with gradients and scenery assets are not noticeable when you are driving (particularly on fast stretches), the key is does it feel right. So don't get too hung up on absolute accuracy.
Taking a backup copy of your route folder is absolutely essential. I do it at the start of each editing session, and mid way through if it is a long session. Also use <F2> regularly to save your changes. TS2016 occasionally does something odd and you can lose your work.
Another tip is I found it helpful to have practice route for laying complex track work. Practice making single and double slips etc before doing them on your main route. I have found it useful to keep a record of what assets etc I use and where they are in the asset list to making finding them again easier (when you get lots of add-ons your asset lists become rather long). I'd also advise when you get more experienced having a look at RWTools, it has some very useful features.
Decide early on about track rules and point levers, I adopt a policy of mainlines don't have them, just in sidings so that the system automatically set mainline routes in scenarios.
I have found that posting a 'how do I do this' on this forum usually elicits some very helpful answers (and I am eternally grateful to those who helped me), so don't struggle for to long before posting.
I found route creation a bit frustrating to begin with, but it is now very rewarding.
David Wilkinson
Creating the Nene Valley Line
Creating the Nene Valley Line
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Rockdoc2174
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Re: Begineer at Route Building.
Although I'm only laying scenery the same process as has been suggested earlier applies as far as I'm concerned. I back up the route every morning but I use the Utilities program to produce a .rwp file rather than a direct copy. If I have a particularly busy session I'll save it again. I also use a cloned version if I need to experiment on a technique. If I'm successful I can copy over the relevant files to the master copy and don't have to do it again from scratch.
I use RW Tools to produce the clone, categorically not the game editor. RW Tools preserves everything so your Google Earth overlay will still work. The editor always corrupts the coordinates so the overlay won't work. I made that mistake once and, instead of Derbyshire, found myself looking at somewhere in Yorkshire when I pressed Ctrl+G!
Set up test scenarios and run trains along the various sections as you work on them. You'll be surprised at what shows up from the cab view that you don't see otherwise. You will definitely notice assets that don't sit properly on the ground from quite a distance away, for example, and badly-laid track will show up, too.
You'll need to learn about the way the game saves its route data. Every aspect is stored in a .bin file whose name is related to the tile coordinates in the game, which you'll see in the bottom bar in the editor. In the MixMap folder are tiles carrying all the information about the terrain textures - the colours of the fields, etc. The Networks folder contains three subfolders, each with a full set of tiles. Between them these store the information about lofted assets and their placement. Scenery contains the information on the placement of non-lofted assets and Terrain contains the data covering the height of each mesh-node along the route. It's important to know this because you can sometimes get away without doing a complete restoration by copying an earlier file to replace on you've messed up or which has become corrupted, which happens once in a while.
Working on a route is enjoyable, frustrating, rewarding and a bringer of despair all in one but there's nothing quite like driving a test scenario along a new stretch and thinking "That's not half bad!"
Keith
I use RW Tools to produce the clone, categorically not the game editor. RW Tools preserves everything so your Google Earth overlay will still work. The editor always corrupts the coordinates so the overlay won't work. I made that mistake once and, instead of Derbyshire, found myself looking at somewhere in Yorkshire when I pressed Ctrl+G!
Set up test scenarios and run trains along the various sections as you work on them. You'll be surprised at what shows up from the cab view that you don't see otherwise. You will definitely notice assets that don't sit properly on the ground from quite a distance away, for example, and badly-laid track will show up, too.
You'll need to learn about the way the game saves its route data. Every aspect is stored in a .bin file whose name is related to the tile coordinates in the game, which you'll see in the bottom bar in the editor. In the MixMap folder are tiles carrying all the information about the terrain textures - the colours of the fields, etc. The Networks folder contains three subfolders, each with a full set of tiles. Between them these store the information about lofted assets and their placement. Scenery contains the information on the placement of non-lofted assets and Terrain contains the data covering the height of each mesh-node along the route. It's important to know this because you can sometimes get away without doing a complete restoration by copying an earlier file to replace on you've messed up or which has become corrupted, which happens once in a while.
Working on a route is enjoyable, frustrating, rewarding and a bringer of despair all in one but there's nothing quite like driving a test scenario along a new stretch and thinking "That's not half bad!"
Keith
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gptech
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Re: Begineer at Route Building.
Result then!!Rockdoc2174 wrote:instead of Derbyshire, found myself looking at somewhere in Yorkshire when I pressed Ctrl+G!
AScotinManc, the best bit of advice so far has been:
...far better to have work paused for a while rather than run the risk of breaking something---of course there's nothing to prevent you experimenting on a *scrap* route in the meantime.dewilkinson wrote: I have found that posting a 'how do I do this' on this forum usually elicits some very helpful answers (and I am eternally grateful to those who helped me), so don't struggle for to long before posting.
- pjt1974
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Re: Begineer at Route Building.
Couldn't have said it better myself.Rockdoc2174 wrote:Although I'm only laying scenery the same process as has been suggested earlier applies as far as I'm concerned. I back up the route every morning but I use the Utilities program to produce a .rwp file rather than a direct copy. If I have a particularly busy session I'll save it again. I also use a cloned version if I need to experiment on a technique. If I'm successful I can copy over the relevant files to the master copy and don't have to do it again from scratch.
I use RW Tools to produce the clone, categorically not the game editor. RW Tools preserves everything so your Google Earth overlay will still work. The editor always corrupts the coordinates so the overlay won't work. I made that mistake once and, instead of Derbyshire, found myself looking at somewhere in Yorkshire when I pressed Ctrl+G!
Set up test scenarios and run trains along the various sections as you work on them. You'll be surprised at what shows up from the cab view that you don't see otherwise. You will definitely notice assets that don't sit properly on the ground from quite a distance away, for example, and badly-laid track will show up, too.
You'll need to learn about the way the game saves its route data. Every aspect is stored in a .bin file whose name is related to the tile coordinates in the game, which you'll see in the bottom bar in the editor. In the MixMap folder are tiles carrying all the information about the terrain textures - the colours of the fields, etc. The Networks folder contains three subfolders, each with a full set of tiles. Between them these store the information about lofted assets and their placement. Scenery contains the information on the placement of non-lofted assets and Terrain contains the data covering the height of each mesh-node along the route. It's important to know this because you can sometimes get away without doing a complete restoration by copying an earlier file to replace on you've messed up or which has become corrupted, which happens once in a while.
Working on a route is enjoyable, frustrating, rewarding and a bringer of despair all in one but there's nothing quite like driving a test scenario along a new stretch and thinking "That's not half bad!"
Keith
For disclosure, I am affiliated with a third party developer however, I do not know anything about any future releases unless I'm working on them and even then, I'd be breaking years worth of built up trust to say anything about it 
- AScottinManc
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Re: Begineer at Route Building.
Thanks for your help guys, it's much appreicated.
Before I made this post I read Keith Ross's tutorial in the Route Building forum and I have to ask, is the OS Mapping really nessescary?
My route (when I start it) will be based in Northen England in the present day as I said prevlously I'm not saying where it is, baby steps for now.
Before I made this post I read Keith Ross's tutorial in the Route Building forum and I have to ask, is the OS Mapping really nessescary?
My route (when I start it) will be based in Northen England in the present day as I said prevlously I'm not saying where it is, baby steps for now.
- pjt1974
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Re: Begineer at Route Building.
Modern day, may I suggest a search for Cab Ride DVD
For disclosure, I am affiliated with a third party developer however, I do not know anything about any future releases unless I'm working on them and even then, I'd be breaking years worth of built up trust to say anything about it 
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gptech
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Re: Begineer at Route Building.
Not really, now the game supports the Google everlay thingy you can see where roads etc are without it.AScottinManc wrote:is the OS Mapping really nessescary?
Try it, if it seems awkward with OS mapping then try a section with OS mapping.
What you're really doing is refining your own way of route building.
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Rockdoc2174
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Re: Begineer at Route Building.
Another thing to say is not to get discouraged when the game fights back. There are times - I'm having one now - where you will find yourself struggling to find a way to achieve something and it may take a long time to find that way. In my case I'm having to lower a large area of terrain, which the DEM data has put much too high so all the bridges in that area have little or no clearance. When I first put the river in it flowed over the bridge and it wasn't supposed to be the flooding season! In some cases the line could be raised but not in this one. The ground has to be lowered by several metres and I need to be careful because the line runs on an embankment so the player will see for a mile or so in all directions. Getting the right effect and working out where and how to blend it back into the DEM data is proving quite a challenge. I am on my third restart, i.e. I got into a real mess and replaced all the terrain tiles by untouched ones from a back-up three times, and I'm slowly getting the method straight in my head. Sometimes you just have to experiment and learn "on the job." It's done my head in a few times but there's nothing like closing the game and doing something completely different for a few hours for helping see the woods from the trees.
Keith
Keith
- pjt1974
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Re: Begineer at Route Building.
Now that is one of the best bits of advice I've seen.gptech wrote:
What you're really doing is refining your own way of route building.
Another from me, take time to learn the tools in the editor. They are your friend. As someone suggested, have a test route where you can go into and try a few things with the tools where it doesn't make a difference if it all goes pear shaped or not.
Don't take any notice of people who claim they can build a mile per day, that may be so but build at your own pace and make your own mistakes but keep at it, ALL route builders have been there.
There is nothing more satisfying than driving a train through a landscape that you created, even if it is just for a mile or so to check the scenery like Keith mentioned earlier.
Above all, enjoy it, even when it goes wrong. Laugh at yourself when you make silly errors. It is a hobby after all
For disclosure, I am affiliated with a third party developer however, I do not know anything about any future releases unless I'm working on them and even then, I'd be breaking years worth of built up trust to say anything about it 
- AScottinManc
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Re: Begineer at Route Building.
Got the cab ride DVD for my route (y)pjt1974 wrote:Modern day, may I suggest a search for Cab Ride DVD
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tluamiani1
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Re: Begineer at Route Building.
The best thing to do is just enjoy it and be patient! It'll come together in the end...
I did make a list of things I think people need to figure out before properly starting on their route (things that are difficult to go back and change later, basically) - but sounds like you already have two of them sorted anyways. They are:
1) Get and use gradient profiles
2) Import DEM data
3) Learn how to work easements
Anything else you can tweak and change as you go along to suit your taste/as you learn!
And +1 to the F2 often and backing up the route (at least daily, more if you make a lot of progress)! Many a catastrophe averted for me by having a backup. If space is an issue to keep all the backups then keep at least the last three or four - as sometimes you don't notice problems until a backup or two later.
Cheers
Iain
I did make a list of things I think people need to figure out before properly starting on their route (things that are difficult to go back and change later, basically) - but sounds like you already have two of them sorted anyways. They are:
1) Get and use gradient profiles
2) Import DEM data
3) Learn how to work easements
Anything else you can tweak and change as you go along to suit your taste/as you learn!
And +1 to the F2 often and backing up the route (at least daily, more if you make a lot of progress)! Many a catastrophe averted for me by having a backup. If space is an issue to keep all the backups then keep at least the last three or four - as sometimes you don't notice problems until a backup or two later.
Cheers
Iain
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gptech
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Re: Begineer at Route Building.
I'd add
4) Choose a track rule, or better still define your own track rule (an edited copy of an existing one is all that's needed) and stick to it. Maybe not so important in a short route, but mixing too many track rules can lead to bother.
to Iain's list.
If you need to widen the scope of that rule as you progress then it's much simpler to edit the rule to suit than to start using multiple rules.
4) Choose a track rule, or better still define your own track rule (an edited copy of an existing one is all that's needed) and stick to it. Maybe not so important in a short route, but mixing too many track rules can lead to bother.
to Iain's list.
If you need to widen the scope of that rule as you progress then it's much simpler to edit the rule to suit than to start using multiple rules.
Re: Begineer at Route Building.
I would add that it is helpful to make lots of definate thought through decisions before laying the first yard of track, rather than drift into things so:
1. Are you going to use lots of assets from lots of routes - i.e anything you own or are you trying to produce smething that uses as few payware routes as possible. It is worth getting to know which assets are shared between routes - I have seen routes with the same bramble hedge being sourced from three or four different payware products when it is actually part of the default TS setup.
2. Are you going to use UKTS Freeware Packs for additional ground textures - this is very hard to change post build starting
3. Are you going to use the terrien tool for embankments - it can be a real pain to start using this toll and decide afterwards that you wan to smooth everything out and use a loft embankment instead.
4. How far away is detail scenery going to be - are you doing a route for helicopter views or just for train driver views ( the scenery overhead and length of time to build is greatly influneced by how far away you add scenery and routes that start detailed and get thinner as the route progresses really do look odd.)
Expect to start a route, tear it up, change your mind, start again on a different route. I must have started 1/2 dozen routes before I had a clear sense of what I wanted to do with regard to the above. The final advice would be that it is worth doing all the lofts first ( track, roads, fences, embankments ) and then add veg. Veg has a real habit of getting in the way when you are trying to select and move an item.
1. Are you going to use lots of assets from lots of routes - i.e anything you own or are you trying to produce smething that uses as few payware routes as possible. It is worth getting to know which assets are shared between routes - I have seen routes with the same bramble hedge being sourced from three or four different payware products when it is actually part of the default TS setup.
2. Are you going to use UKTS Freeware Packs for additional ground textures - this is very hard to change post build starting
3. Are you going to use the terrien tool for embankments - it can be a real pain to start using this toll and decide afterwards that you wan to smooth everything out and use a loft embankment instead.
4. How far away is detail scenery going to be - are you doing a route for helicopter views or just for train driver views ( the scenery overhead and length of time to build is greatly influneced by how far away you add scenery and routes that start detailed and get thinner as the route progresses really do look odd.)
Expect to start a route, tear it up, change your mind, start again on a different route. I must have started 1/2 dozen routes before I had a clear sense of what I wanted to do with regard to the above. The final advice would be that it is worth doing all the lofts first ( track, roads, fences, embankments ) and then add veg. Veg has a real habit of getting in the way when you are trying to select and move an item.