Castle Rock 1922

Discussion about RailWorks route design.

Re: Castle Rock 1922

Unread postby B-24_LIBERATOR » Sun Apr 08, 2012 10:44 pm

Wasn't even planning on releasing it till now, although I still don't know how to find out which assets I have in it *!embar*!
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Re: Castle Rock 1922

Unread postby PapaXpress » Sun Apr 08, 2012 11:23 pm

Yes and no. In this case (and I need to find the post) I was firmly put in my place on why you _can_ distribute the default assets of RW.

As long as you don't profit from it.
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Re: Castle Rock 1922

Unread postby XDriver » Mon Apr 09, 2012 12:08 am

I wouldn't see where it would be any different than painting an RSC loco. Same thing. You're modding their material as long as it's stated it is their copyrighted stuff and it's free and non profit for sharing.
I would like to see it get uploaded.
For what the assets are?
Open your RouteProperties.xml from your route. Scroll down about 1/4 way and look for <RBlueprintSetPreLoad> They're all listed after that.

Example....This is just a piece of what you're looking for. You want the names for the Provider and the Product.

Code: Select all
<RBlueprintSetPreLoad>
      <iBlueprintLibrary-cBlueprintSetID d:id="55772936">
         <Provider d:type="cDeltaString">Allaboard</Provider>
         <Product d:type="cDeltaString">Trackplans</Product>
      </iBlueprintLibrary-cBlueprintSetID>
      <iBlueprintLibrary-cBlueprintSetID d:id="55772944">
         <Provider d:type="cDeltaString">Kuju</Provider>
         <Product d:type="cDeltaString">RailSimulatorUS</Product>
      </iBlueprintLibrary-cBlueprintSetID>
      <iBlueprintLibrary-cBlueprintSetID d:id="55772952">
         <Provider d:type="cDeltaString">Kuju</Provider>
         <Product d:type="cDeltaString">RailSimulator</Product>
      </iBlueprintLibrary-cBlueprintSetID>
      <iBlueprintLibrary-cBlueprintSetID d:id="55773136">
         <Provider d:type="cDeltaString">John Lippai</Provider>
         <Product d:type="cDeltaString">Willamette Pass</Product>
      </iBlueprintLibrary-cBlueprintSetID>
      <iBlueprintLibrary-cBlueprintSetID d:id="55773144">
         <Provider d:type="cDeltaString">Toripony</Provider>
         <Product d:type="cDeltaString">Alleghany</Product>
      </iBlueprintLibrary-cBlueprintSetID>
      <iBlueprintLibrary-cBlueprintSetID d:id="55773152">
         <Provider d:type="cDeltaString">Toripony</Provider>
         <Product d:type="cDeltaString">Common</Product>
      </iBlueprintLibrary-cBlueprintSetID>
      <iBlueprintLibrary-cBlueprintSetID d:id="55773160">
         <Provider d:type="cDeltaString">Sniper297</Provider>
         <Product d:type="cDeltaString">Railsimulator</Product>
      </iBlueprintLibrary-cBlueprintSetID>
      <iBlueprintLibrary-cBlueprintSetID d:id="55773168">
         <Provider d:type="cDeltaString">Sniper297</Provider>
         <Product d:type="cDeltaString">RailsimulatorUS</Product>
      </iBlueprintLibrary-cBlueprintSetID>
      <iBlueprintLibrary-cBlueprintSetID d:id="55773176">
         <Provider d:type="cDeltaString">RSC</Provider>
         <Product d:type="cDeltaString">APStation</Product>
      </iBlueprintLibrary-cBlueprintSetID>


Your terrain would be like this here...

Code: Select all
   <TerrainBlueprint>
      <iBlueprintLibrary-cAbsoluteBlueprintID>
         <BlueprintSetID>
            <iBlueprintLibrary-cBlueprintSetID>
               <Provider d:type="cDeltaString">Sniper297</Provider>
               <Product d:type="cDeltaString">RailSimulator</Product>


All the info you need is in the RouteProperties.xml. !*salute*!
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Re: Castle Rock 1922

Unread postby B-24_LIBERATOR » Mon Apr 09, 2012 9:42 am

How do I open that up?
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Re: Castle Rock 1922

Unread postby PapaXpress » Mon Apr 09, 2012 9:49 am

RW_Tools is the preferred tool of choice. But you can also do it by draging the file over SERZ.exe and it will convert it to XML. When you are done editing it, drag the XML file over SERZ again and it will overwrite the BIN file.

Remember to keep backups of the files you are changing (if you use the manual method). RW_Tools will do this for you automatically (in case you forget).
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Re: Castle Rock 1922

Unread postby Machinist » Mon Apr 09, 2012 9:54 am

Hi Liberator,

Great mod job indeed! **!!bow!!** !*brav*!
BTW... just for curiosity, especially at Monumentum area (but also at Castle Rock) there were ever a lack of proper manual junctions, which makes controlling/adding AI traffic very hard (sometimes just impossible to add some single AI operations at there). Is the track layout the same, or did you fixed/changed something at Monumentum area? As I saw in a previous post, it's a fictional route, so a proper change in tracks layout and junctions would be very nice.... !!*ok*!!
Last edited by Machinist on Mon Apr 09, 2012 9:56 am, edited 1 time in total.
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Re: Castle Rock 1922

Unread postby B-24_LIBERATOR » Mon Apr 09, 2012 9:55 am

Assuming I know close to nothing about computers, could I get a more in depth instructions? I didn't understand any of that.
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Re: Castle Rock 1922

Unread postby B-24_LIBERATOR » Mon Apr 09, 2012 9:56 am

Machinist wrote:Hi Liberator,

Great mod job indeed! BTW... just for curiosity, especially at Monumentum area (but also at Castle Rock) there were ever a lack of proper manual junctions, which makes controlling/adding AI traffic very hard (sometimes just impossible to add some single AI operations at there). Is the track layout the same, or did you fixed/changed something at Monumentum area? As I saw in a previous post, it's a fictional route, so a proper change in tracks layout and junctions would be very nice.... !!*ok*!!


It does have manual Junctions :D
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Re: Castle Rock 1922

Unread postby Machinist » Mon Apr 09, 2012 10:11 am

B-24_LIBERATOR wrote:It does have manual Junctions :D


I'm especially talking about these (currently automatic) on pics below, manual junctions at there would eliminate 99% of scenarios' writer headache, when trying to add "intersting" AI traffic. *!!thnx!!*

RailWorksProc2 2012-04-09 11-51-02-52.jpg
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Re: Castle Rock 1922

Unread postby B-24_LIBERATOR » Mon Apr 09, 2012 10:43 am

Yep, I replaced all of the junctions with the old style switches.

So I went ingame to determine what the majority of the assets were that I used and compiled a list that I hope has most if not all of what is needed to make this map work.

GreatNortherner:
Semaphores, Rural America Main street, saw mill, coal mine stuff (all of it)

Donner Pass

Horseshoe Curve

ScaleRail/Road

D&RG

possibly Norfolk Southern Atlanta?

Jpetersjr.
Downtown Buldings

UKtrainsim:
http://www.uktrainsim.com/filelib-info. ... leid=27445
http://www.uktrainsim.com/filelib-info. ... leid=24548
http://www.uktrainsim.com/filelib-info. ... leid=23158
http://www.uktrainsim.com/filelib-info. ... leid=21464

Is there a proceedure for uploading a route? do I have to make a readme file with it, or anything?
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