Tutorial: Setting up RailWorks for Development.

This is a tutorial on how to set up your developer folders for RailWorks, in the source folder. It also shows you how to use other people's, and yours, assets in-game. This is an important stage in the development, and is commonly overlooked by most people, and then regret it at a later stage. I would strongly follow this tutorial now, and it will make developing, distributing and using yours and others assets, much easier.

Default RailWorks Location

The default RailWorks location is in C:\Program Files\Steam\steamapps\common\RailWorks\ for 32 bit operating systems and C:\Program Files (x86)\Steam\steamapps\common\RailWorks\ for 64 bit operating systems. If you installed STEAM to a different location, then RailWorks will be put in there as well. This means that RailWorks is always in a subfolder of STEAM, in steamapps\common\. I would also recommend, for ease of use, that you place a link on the desktop of your RailWorks folder.

Folder Structure

To start with, you will need to get to grips with the RailWorks folder structure. Objects and other items are created in the source folder. This is then transferred to the assets folder. The objects are then referenced in the content folder, where the route is stored. The asset and content folders can be packaged up and then distributed, where they can be re-packaged.

The Source Folder

Located in the source folder are all of your objects that you are developing, and any source templates, or examples that you posess. The subfolders to the source folder are generally called the developer folders. The RailWorks wiki instructs that "3rd Party Developers need to establish their own folder structure for Source material to be located."

The Developer Folder (Sometimes Called the Provider Folder)

The RailWorks wiki instructs that "3rd Party Developers need to establish their own folder structure for Source material to be located." You do this by deciding on your developer name. This should be a name that everyone recoginises as yours, and no-one elses. This name should not have any spaces, if possible, or any unusual characters. You should try and pick a name that is already unused. Good examples are your name, or nickname, or the company that you work for, if you work for one. Once you have decided on a developer name, stick with it. Changing your developer name can be a hard process and is not advised. The next step is to place a folder in the source folder, called your developer name. This is where RailWorks recognises your developer name from now on. After this, you can now start to create addons.

The Addon Folder (Sometimes Called the Product Folder)

An addon is an object, or a group of objects that are to be packaged together. Each new addon that you create, you should create a new addon folder. For example, RSDerek, has a number of addon folders in his developer folder (which is also called RSDerek), including:
  • WearValleyRailway
  • Giveaway
  • Class02
  • SW1500.
Your addon folder should also have sensible names. Creating a signalbox and calling the addon folder 'assortedtrees' is not a sensible idea. People will not be able to find your content when they need it.

Subfolders
The default source file structure seen from the blueprint editor, showing the changed icons for the default subfolders.
The default source file structure seen from the blueprint editor, showing the changed icons for the default subfolders.

There are a number of default subfolders that can be used under the addon folder. These are used as they are detected by the blueprint editor, showing different icons. These are as follows:
AudioEnvironment
Particles
RailNetwork
RailVehicles
RouteMarkers
Scenery
Stations
System
TemplateRoutes
TimeOfDay
Weather
When creating a large, or varied amount of assets for one addon, you should use this folder structure to organise your files, as this folder structure is recoginised by everyone. As well as there being the subfolders shown above, the Scenery folder is split up as well, as below:
Animated
Billboards
Buildings
Characters
Clocks
Clutter
Procedural
Structures
Vegetation
Vehicles
Wildlife
These folders are not recognised by RailWorks, but it is highly recommended to use this structure if a lot of assets are created, and can get very cluttered. This structure can be used, but other folders can be added, if appropriate names are given.

The Asset Folder

If an object is in the source folder, it is not yet ready to be used. Once it is exported through the blueprint editor, the files are then transferred to the Asset folder, where they are ready to be used in RailWorks. It is not recommended that you manipulate the files in the asset folder, but it is possible.

Using Yours and Other People's Addons

Entering the object library.
Entering the object library.
Once you have exported material from the source folder, through the blueprint editor, and into the asset folder, or have installed other peoples assets, you will need to activate them. Activation is done on a route-by-route basis, meaning that if nyou activate the object in one route, it will not be activated in another route. To activate addons, you need to enter the object library. This is don
Activating the addons
Activating the addons
e by clicking on the little blue box, with the orange arrow, on the center-left flyout (see picture left). Once you do that, a new flyout will appear on the right. IT is made up of a drop down box and a list box. You select the developer folder in the drop down box, and then activate the addon by ticking the tickbox by the correct addon in the listbox (see picture right). PLEASE NOTE: because of the limitations of RailWorks, once you activate an addon, it cannot be de-activated, unless you use RWTools.

Notes

History
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Feb 28, 2010 12:44 am
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Feb 28, 2010 12:39 am
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Feb 28, 2010 12:38 am
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Feb 28, 2010 12:32 am
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Feb 28, 2010 12:23 am
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Feb 27, 2010 5:22 am
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Feb 27, 2010 5:08 am
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Feb 27, 2010 5:05 am
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Sources
http://www.railsimdownloads.com/wiki/tiki-index.php?page_ref_id=3
http://the-art-of-rws.blogspot.com/2009/09/get-organised.html