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manual:subwaysim:map_construction:creating_superstructure [2026/01/05 10:12] dcsmanual:subwaysim:map_construction:creating_superstructure [2026/01/12 20:06] (current) dcs
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 ====== Creating a Superstructure ====== ====== Creating a Superstructure ======
 +
 +===== Overview =====
  
 In this section of the Railtool documentation, we explain the fundamentals required to create railway tracks in SubwaySim 2. In this section of the Railtool documentation, we explain the fundamentals required to create railway tracks in SubwaySim 2.
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 ---- ----
- 
 ===== Creating a Superstructure ===== ===== Creating a Superstructure =====
  
 To make it as easy as possible for users to get started, we recommend using an existing Superstructure that is already included in the Modding SDK. To make it as easy as possible for users to get started, we recommend using an existing Superstructure that is already included in the Modding SDK.
  
-However, for advanced users who want to understand how a Superstructure is created from scratch, the following steps explain the manual process.+For advanced users who want to understand how a Superstructure is created from scratch, the following steps explain the manual process.
  
 ==== Creating a New Superstructure Asset ==== ==== Creating a New Superstructure Asset ====
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 {{:manual:subwaysim:creating_superstructure:super1.png?nolink&200|}} {{:manual:subwaysim:creating_superstructure:super1.png?nolink&200|}}
  
-  * In the class selection window, search for **Super Structure Data Asset**+In the class selection window
 +  * Search for **Super Structure Data Asset**
   * Select it and confirm   * Select it and confirm
  
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 After creating the asset, name the Superstructure freely.   After creating the asset, name the Superstructure freely.  
-We recommend choosing a name that reflects the type of track construction it represents (for example based on rail type or construction method).+We recommend choosing a name that reflects the type of track construction it represents.
  
 ---- ----
- 
 ===== Ready-to-Use Superstructures ===== ===== Ready-to-Use Superstructures =====
  
 Several preconfigured and ready-to-use Superstructures are already included in the SDK. Several preconfigured and ready-to-use Superstructures are already included in the SDK.
  
-These can be found under:+They can be found under:
  
 `SubwaySim2_Modding / RailwaySystem / Superstructures` `SubwaySim2_Modding / RailwaySystem / Superstructures`
  
-Please note that these Superstructures **do not include power rails** and are mainly intended as examples or templates.+Please note
 +  * These Superstructures **do not include power rails** 
 +  * They are mainly intended as **examples or templates**
  
 ---- ----
- 
 ===== Migrating an Existing Superstructure ===== ===== Migrating an Existing Superstructure =====
  
 For most use cases, we recommend migrating an existing Superstructure from the sample content. For most use cases, we recommend migrating an existing Superstructure from the sample content.
  
-The default sample Superstructure can be found at:`Simuverse_SampleModMap / Infrastructure / RailwaySystem / DataAssets`+The default sample Superstructure is located at:
  
-The asset is named:`DL_SampleMapDefault`+`Simuverse_SampleModMap / Infrastructure / RailwaySystem / DataAssets`
  
-The migration process works exactly as described in:[[manual:subwaysim:map_construction:migrate_assets|Migrating Assets into a User Plugin]]+The asset is named: 
 + 
 +`DL_SampleMapDefault` 
 + 
 +The migration process works exactly as described in: 
 +[[manual:subwaysim:map_construction:migrate_assets|Migrating Assets into a User Plugin]]
  
 ==== Important ==== ==== Important ====
  
 When migrating the Superstructure: When migrating the Superstructure:
-  * **Only migrate assets from the plugin `Simuverse_SampleModMap`** +  * **Only migrate assets from `Simuverse_SampleModMap`** 
-  * **Do NOT migrate assets from the plugin `SubwaySim2_Modding`**+  * **Do NOT migrate assets from `SubwaySim2_Modding`**
  
 {{:manual:subwaysim:creating_superstructure:super3.png?nolink&400|}} {{:manual:subwaysim:creating_superstructure:super3.png?nolink&400|}}
  
 Migrating from the wrong plugin can cause dependency issues and errors in your mod. Migrating from the wrong plugin can cause dependency issues and errors in your mod.
- 
----- 
  
 ==== Result After Migration ==== ==== Result After Migration ====
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 ---- ----
  
-===== Explaining the Superstructure Contents =====+===== Using Custom Meshes for Superstructures =====
  
-In this section, we explain how a **Superstructure Data Asset** is built and which information it contains.+If you want to use **custom meshes** for your Superstructure (for example rails, clamps, sleepers, or ballast), it is highly recommended to base them on existing assets from the SDK. 
 + 
 +To do this, you can export the original meshes from Unreal Engine back into **FBX format** and use them as reference in your 3D software (e.g. Blender). 
 + 
 +This helps ensure: 
 +  * Correct origin placement 
 +  * Proper scale and orientation 
 +  * Compatibility with the Railtool and Superstructure system 
 + 
 +A detailed guide on how to export Unreal assets can be found here: 
 + 
 +  * [[manual:subwaysim:map_construction:export_assets|Export Assets back to .fbx]] 
 + 
 +Using reference meshes greatly reduces alignment issues and avoids unexpected behavior when assigning custom assets to a Superstructure Data Asset. 
 + 
 +---- 
 +===== Superstructure Contents ===== 
 + 
 +In this section, we explain how a **Superstructure Data Asset** is structured and which information it contains.
  
 The Superstructure defines all fundamental properties required by the Railtool to generate tracks correctly.   The Superstructure defines all fundamental properties required by the Railtool to generate tracks correctly.  
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 The Data Asset is divided into **three main sections**: The Data Asset is divided into **three main sections**:
- +  * **Base Settings** 
-  * **Base Settings** – General track configuration and visuals +  * **Switches** 
-  * **Switches / Turnouts** – Parameters for automatically generated switches +  * **Third Rail**
-  * **Third Rail** – Configuration of the power rail system +
- +
-We will now go through these sections step by step.+
  
 ---- ----
- +===== Base Settings =====
-==== Base Settings ====+
  
 The **Base Settings** section contains all fundamental information required to create standard track segments. The **Base Settings** section contains all fundamental information required to create standard track segments.
- 
-These settings define how the track looks, how wide it is, and which meshes are used for rails, sleepers, and ballast. 
  
 ==== Base Settings Overview ==== ==== Base Settings Overview ====
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 ^ Property ^ Description ^ ^ Property ^ Description ^
 | **Rail Material** | Material applied to the rails and visible track geometry. | | **Rail Material** | Material applied to the rails and visible track geometry. |
-| **Clamp Normal** | Static Mesh used for standard rail clamps that hold the rails in place. | +| **Clamp Normal** | Static Mesh used for standard rail clamps. | 
-| **Guide Rails** | Defines additional guiding rails used in special track sections. | +| **Guide Rails** | Additional guiding rails for special track sections. | 
-| **Gauge** | Distance between the rails (track gauge). |+| **Gauge** | Distance between the rails. |
 | **Sleeper Spacing** | Distance between individual sleepers. | | **Sleeper Spacing** | Distance between individual sleepers. |
-| **Sleeper** | Static Mesh used for a standard sleeper. |+| **Sleeper** | Static Mesh used for sleepers. |
 | **Ballast Offset** | XYZ offset applied to the ballast mesh. | | **Ballast Offset** | XYZ offset applied to the ballast mesh. |
 | **Ballast** | Static Mesh used for the ballast bed. | | **Ballast** | Static Mesh used for the ballast bed. |
  
-----+{{:manual:subwaysim:creating_superstructure:super4.png?direct&800|}}
  
 ==== Rail Material ==== ==== Rail Material ====
  
-Defines the material that is applied to the rail geometry.   +Defines the material applied to the rail geometry.
-This material controls the visual appearance of the rails, including color, roughness, and surface details. +
- +
-----+
  
 ==== Clamp Normal ==== ==== Clamp Normal ====
  
-Specifies the Static Mesh used for standard rail clamps.   +Specifies the Static Mesh used for standard rail clamps.
-These clamps are placed along the track and visually represent how the rails are fixed to the sleepers. +
- +
-----+
  
 ==== Guide Rails ==== ==== Guide Rails ====
  
-Guide Rails are additional rail elements used in specific track situations, such as:+Guide Rails are additional rail elements used in:
   * Switches   * Switches
   * Tight curves   * Tight curves
   * Special track sections   * Special track sections
  
-In railway terminology, Guide Rails are commonly referred to as: +They are also known as: 
-  * **Guard Rails** +  * Guard Rails 
-  * **Guide Rails** +  * Guide Rails 
-  * **Zwangsschienen / Führungsschienen**+  * Zwangsschienen / Führungsschienen
  
-They are used to guide wheelsets safely through complex track geometry.+=== Guide Rail Data Layer ====
  
 +Guide Rails are defined using a **Data Layer Asset**.
  
-=== Guide Rail Data Layer === +=== Guide Rail Parameters ====
- +
-A Guide Rail is defined using a **Data Layer Asset**. +
- +
-This Data Layer can be assigned in the Railtool via the **Data Layer** functionality and controls how and where guide rails are generated along the track. +
- +
-For Guide Rails to work correctly, several parameters must be defined carefully. +
- +
- +
-=== Guide Rail Parameters === +
- +
-The following table lists all parameters of a Guide Rail Data Layer and explains their purpose.+
  
 ^ Property ^ Description ^ ^ Property ^ Description ^
-| **Name** | Name of the Guide Rail Data Layer asset. Used for identification inside the Railtool. | +| **Name** | Name of the Data Layer asset. | 
-| **Guide Rail Distance** | Distance from the standard rail profile to the guide rail. | +| **Guide Rail Distance** | Distance from the standard rail. | 
-| **Clamp** | Static Mesh used as the holder or clamp for the guide rail. | +| **Clamp** | Holder mesh for the guide rail. | 
-| **Material** | Material applied to the guide rail geometry. | +| **Material** | Material applied to the guide rail. | 
-| **Start Mesh** | Static Mesh placed at the beginning of the guide rail section. | +| **Start Mesh** | Mesh at the beginning of the guide rail. | 
-| **End Mesh** | Static Mesh placed at the end of the guide rail section. | +| **End Mesh** | Mesh at the end of the guide rail. | 
-| **Cm to UCoordinate** | Conversion factor from centimeters to Unreal texture coordinate units. | +| **Cm to UCoordinate** | Conversion factor for UV mapping. | 
-| **Profile** | Defines the cross-section shape of the guide rail using coordinates instead of a mesh. |+| **Profile** | Procedural cross-section definition. |
  
 +{{:manual:subwaysim:creating_superstructure:super4_1.png?direct&800|}}
  
-=== Guide Rail Profile ===+=== Guide Rail Profile ====
  
-The **Profile** defines the actual shape of the guide rail.+The profile defines the procedural geometry of the guide rail.
  
-Unlike sleepers or ballast, the guide rail does **not** use a predefined Static Mesh.   +=== Important Notes ====
-Instead, Unreal Engine generates the geometry procedurally based on profile coordinates.+
  
-Multiple profile indices can be added or removed: +  All distances are defined in **Unreal Units (cm)** 
-  Use the **+** button to add a new profile index +  * Incorrect profiles may cause visual or collision issues
-  * Use the **Trash** icon to remove an index+
  
-Each profile index contains the following parameters:+---- 
 +==== Gauge ====
  
-^ Parameter ^ Description ^ +Defines the track gauge.
-| **X** | X-coordinate of the profile point. | +
-| **Y** | Y-coordinate of the profile point. | +
-| **V** | UV position along the V-axis for texturing. | +
-| **Hard Edge** | Defines whether the edge is smoothed or kept sharp|+
  
-By combining multiple profile indices, complex guide rail cross-sections can be created.+Standard gauge: 
 +  * **1435 mm** 
 +  * **143.5 cm (Unreal Units)**
  
 +----
 +==== Sleeper Spacing ====
  
-=== Important Notes ===+Defines the distance between sleepers along the track.
  
-  * All distances are defined in **Unreal Units (cm)** +---- 
-  * Guide Rail positioning must match the track gauge and wheel geometry +==== Sleeper ====
-  * Incorrect profile definitions can lead to visual artifacts or collision issues+
  
-Guide Rails are an advanced feature and should be configured carefully.   +Defines the Static Mesh used for sleepers.
-For most standard track layouts, they are optional, but essential for complex or high-speed track sections.+
  
 ---- ----
 +==== Ballast Offset ====
  
-==== Gauge ====+Defines the XYZ offset of the ballast mesh.
  
-Defines the **track gauge**, which is the distance between the two rails. +---- 
- +==== Ballast ====
-The standard gauge is **1435 mm**. +
- +
-⚠️ Important: +
-Unreal Engine units are **centimeters**, not millimeters. +
- +
-Conversion: +
-  * 1435 mm **143.5 cm** +
- +
-The value entered here **must be specified in Unreal units (cm)**.+
  
-Incorrect gauge values will result in: +Defines the Static Mesh used for the ballast bed.
-  * Incorrect wheel alignment +
-  * Physics issues +
-  * Visual inconsistencies+
  
 ---- ----
 +===== Switches =====
  
-==== Sleeper Spacing ====+The **Switches** section defines meshes and parameters for automatically generated turnouts.
  
-Defines the distance between individual sleepers along the track.+==== Switches Overview ====
  
-This value directly affects: +^ Property ^ Description ^ 
-  Track appearance +**Switch Guard Dist** | Guide rail distance at switch exit. | 
-  Performance (more sleepers = more meshes)+| **Clamp Mini Inner** | Small clamp at switch start. | 
 +| **Clamp Blade** | Clamp for switch blades. | 
 +| **Clamp Guard** | Clamp for rails with guide rail. | 
 +| **Clamp Single Inner Half** | Inner single clamp. | 
 +| **Clamp Single Outer Half** | Outer single clamp. | 
 +| **Hollow Sleeper** | Sleeper with internal linkage. | 
 +| **Switch Motor** | Motor mesh. | 
 +| **Manual Switch Lever** | Blueprint for manual switches. | 
 +| **Switch Blade Throw Bar** | Blade linkage. | 
 +| **Clearance Marker Mesh*| Clearance marker mesh. |
  
-The spacing value is also defined in **Unreal units (cm)**.+{{:manual:subwaysim:creating_superstructure:super4_2.png?direct&800|}}
  
 ---- ----
 +===== Third Rail =====
  
-==== Sleeper ====+The **Third Rail** section defines the power rail system for electric vehicles.
  
-Specifies the Static Mesh used as the standard sleeper.+If no Third Rail Data Layer is present, vehicles will display:
  
-This mesh is repeated along the track at the defined sleeper spacing and forms the base support structure of the rails.+**"No Power"**
  
-----+==== Third Rail Overview ====
  
-==== Ballast Offset ====+^ Property ^ Description ^ 
 +| **Third Rail Begin** | Start mesh. | 
 +| **Third Rail Mid** | Looping mesh. | 
 +| **Third Rail End** | End mesh. | 
 +| **Third Rail Mount** | Holder mesh. | 
 +| **Third Rail Offset** | XYZ offset. |
  
-Defines the **XYZ offset** of the ballast mesh relative to the track center.+{{:manual:subwaysim:creating_superstructure:super4_3.png?direct&800|}}
  
-This allows fine-tuning of the ballast position to ensure correct alignment with sleepers and rails.+==== Important Notes ==== 
 + 
 +<WRAP center round important> 
 +  * Third Rail Data Layers are required for powered tracks 
 +  * Incorrect offsets can lead to power loss or misalignment 
 +</WRAP>
  
 ---- ----
  
-==== Ballast ====+===== Next Step =====
  
-Specifies the Static Mesh used for the ballast bed. +With the Superstructure configured, all fundamental data required for track generation is now available.
- +
-The ballast mesh represents the gravel or stone foundation beneath the track and is an essential visual component of the railway infrastructure. +
- +
-----+
  
 +In the next chapter, you will learn how to use the Railtool to actually place tracks, create curves, switches, and define railway layouts on your map.
  
 +→ **[[manual:subwaysim:map_construction:laying_tracks|Laying Tracks]]**
  
  
 {{page>manual:footer}} {{page>manual:footer}}
  
manual/subwaysim/map_construction/creating_superstructure.1767604320.txt.gz · Last modified: by dcs

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