User Tools

Site Tools


manual:subwaysim:map_construction:creating_superstructure

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
manual:subwaysim:map_construction:creating_superstructure [2026/01/05 10:31] dcsmanual:subwaysim:map_construction:creating_superstructure [2026/01/12 20:06] (current) dcs
Line 1: Line 1:
 ====== 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.
Line 9: Line 11:
  
 ---- ----
- 
 ===== 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 ====
Line 30: Line 31:
 {{: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
  
Line 36: Line 38:
  
 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 ====
Line 84: Line 89:
 ---- ----
  
-===== 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.
  
-The Superstructure defines all fundamental properties required by the Railtool to generate tracks correctly  +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).
-It controls the visual appearance, physical layout, and functional behavior of the railway infrastructure.+
  
-The Data Asset is divided into **three main sections**:+This helps ensure: 
 +  Correct origin placement 
 +  Proper scale and orientation 
 +  Compatibility with the Railtool and Superstructure system
  
-  * **Base Settings** – General track configuration and visuals +A detailed guide on how to export Unreal assets can be found here:
-  * **Switches / Turnouts** – Parameters for automatically generated switches +
-  * **Third Rail** – Configuration of the power rail system+
  
-We will now go through these sections step by step.+  * [[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.  
 +It controls the visual appearance, physical layout, and functional behavior of the railway infrastructure.
 +
 +The Data Asset is divided into **three main sections**:
 +  * **Base Settings**
 +  * **Switches**
 +  * **Third Rail**
 +
 +----
 ===== 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 ====
Line 111: Line 128:
 ^ 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&400|}} +{{: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&400|}}+{{:manual:subwaysim:creating_superstructure:super4_1.png?direct&800|}}
  
 +=== Guide Rail Profile ====
  
-=== Guide Rail Profile ===+The profile defines the procedural geometry of the guide rail.
  
-The **Profile** defines the actual shape of the guide rail. +=== Important Notes ====
- +
-Unlike sleepers or ballast, the guide rail does **not** use a predefined Static Mesh.   +
-Instead, Unreal Engine generates the geometry procedurally based on profile coordinates. +
- +
-Multiple profile indices can be added or removed: +
-  * Use the **+** button to add a new profile index +
-  * Use the **Trash** icon to remove an index +
- +
-Each profile index contains the following parameters: +
- +
-^ Parameter ^ Description ^ +
-| **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. +
- +
- +
-=== Important Notes ===+
  
   * All distances are defined in **Unreal Units (cm)**   * All distances are defined in **Unreal Units (cm)**
-  * Guide Rail positioning must match the track gauge and wheel geometry +  * Incorrect profiles may cause visual or collision issues
-  * Incorrect profile definitions can lead to visual artifacts or collision issues +
- +
-Guide Rails are an advanced feature and should be configured carefully.   +
-For most standard track layouts, they are optional, but essential for complex or high-speed track sections.+
  
 ---- ----
- 
 ==== Gauge ==== ==== Gauge ====
  
-Defines the **track gauge**, which is the distance between the two rails.+Defines the track gauge.
  
-The standard gauge is **1435 mm**+Standard gauge
- +  * **1435 mm** 
-⚠️ Important: +  * **143.5 cm (Unreal Units)**
-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: +
-  * Incorrect wheel alignment +
-  * Physics issues +
-  * Visual inconsistencies+
  
 ---- ----
- 
 ==== Sleeper Spacing ==== ==== Sleeper Spacing ====
  
-Defines the distance between individual sleepers along the track+Defines the distance between sleepers along the track.
- +
-This value directly affects: +
-  * Track appearance +
-  * Performance (more sleepers = more meshes) +
- +
-The spacing value is also defined in **Unreal units (cm)**.+
  
 ---- ----
- 
 ==== Sleeper ==== ==== Sleeper ====
  
-Specifies the Static Mesh used as the standard sleeper. +Defines the Static Mesh used for sleepers.
- +
-This mesh is repeated along the track at the defined sleeper spacing and forms the base support structure of the rails.+
  
 ---- ----
- 
 ==== Ballast Offset ==== ==== Ballast Offset ====
  
-Defines the **XYZ offset** of the ballast mesh relative to the track center. +Defines the XYZ offset of the ballast mesh.
- +
-This allows fine-tuning of the ballast position to ensure correct alignment with sleepers and rails.+
  
 ---- ----
- 
 ==== Ballast ==== ==== Ballast ====
  
-Specifies the Static Mesh used for the ballast bed+Defines the Static Mesh used for the ballast bed.
- +
-The ballast mesh represents the gravel or stone foundation beneath the track and is an essential visual component of the railway infrastructure.+
  
 ---- ----
- 
 ===== Switches ===== ===== Switches =====
  
-The **Switches** section defines all meshes and parameters required for **automatically generated switches (turnouts)** created by the Railtool. +The **Switches** section defines meshes and parameters for automatically generated turnouts.
- +
-This includes: +
-  * Visual components of the switch +
-  * Mechanical elements such as blades and throw bars +
-  * Guide rails inside switch areas +
-  * Optional motorized or manual control elements +
- +
-Guide rails within switches are **generated automatically** based on the parameters defined here. +
- +
-----+
  
 ==== Switches Overview ==== ==== Switches Overview ====
  
 ^ Property ^ Description ^ ^ Property ^ Description ^
-| **Switch Guard Dist** | Distance of the guide rail at the exit of the switch. | +| **Switch Guard Dist** | Guide rail distance at switch exit. | 
-| **Clamp Mini Inner** | Smaller clamp used at the beginning of a switch. | +| **Clamp Mini Inner** | Small clamp at switch start. | 
-| **Clamp Blade** | Clamp for rails including guidance for the switch blade. | +| **Clamp Blade** | Clamp for switch blades. | 
-| **Clamp Guard** | Clamp used for rails carrying an additional guide rail. | +| **Clamp Guard** | Clamp for rails with guide rail. | 
-| **Clamp Single Inner Half** | Single inner rail clamp for individual rail sections. | +| **Clamp Single Inner Half** | Inner single clamp. | 
-| **Clamp Single Outer Half** | Single outer rail clamp for individual rail sections. | +| **Clamp Single Outer Half** | Outer single clamp. | 
-| **Hollow Sleeper** | Sleeper mesh containing internal switch linkage. | +| **Hollow Sleeper** | Sleeper with internal linkage. | 
-| **Switch Motor** | Mesh for electrically driven switch motors. | +| **Switch Motor** | Motor mesh. | 
-| **Manual Switch Lever** | Blueprint used for manually operated switches. | +| **Manual Switch Lever** | Blueprint for manual switches. | 
-| **Switch Blade Throw Bar** | Mechanical linkage that moves the switch blade. | +| **Switch Blade Throw Bar** | Blade linkage. | 
-| **Clearance Marker Mesh** | Clearance marker automatically placed near switches. |+| **Clearance Marker Mesh** | Clearance marker mesh. |
  
-{{:manual:subwaysim:creating_superstructure:super4_2.png?direct&400|}}+{{:manual:subwaysim:creating_superstructure:super4_2.png?direct&800|}}
  
 ---- ----
- 
-==== Switch Guard Dist ==== 
- 
-Defines the distance of the guide rail at the exit of the switch. 
- 
-This value controls how far the guide rail extends beyond the switch geometry to safely guide wheelsets after leaving the turnout. 
- 
----- 
- 
-==== Clamp Mini Inner ==== 
- 
-Defines a smaller clamp mesh used at the **beginning of a switch**. 
- 
-This clamp is typically used where space is limited and standard clamps would collide with switch components. 
- 
----- 
- 
-==== Clamp Blade ==== 
- 
-Defines the clamp mesh used for rails that include **guidance for the switch blade (tongue)**. 
- 
-This clamp ensures correct positioning and movement of the switch blade during operation. 
- 
----- 
- 
-==== Clamp Guard ==== 
- 
-Defines the clamp mesh used for rail sections that also carry a **guide rail**. 
- 
-This clamp variant supports both the main rail and the guide rail simultaneously. 
- 
----- 
- 
-==== Clamp Single Inner Half ==== 
- 
-Defines a single inner rail clamp used for individual inner rail sections. 
- 
-This is typically used in areas where only one rail needs to be clamped independently. 
- 
----- 
- 
-==== Clamp Single Outer Half ==== 
- 
-Defines a single outer rail clamp used for individual outer rail sections. 
- 
-This allows more flexible placement of clamps in complex switch geometries. 
- 
----- 
- 
-==== Hollow Sleeper ==== 
- 
-Defines the sleeper mesh that contains the **internal switch linkage**. 
- 
-This sleeper type is used in switch areas where mechanical components such as throw bars or rods are located inside the sleeper. 
- 
----- 
- 
-==== Switch Motor ==== 
- 
-Defines the mesh used for an **electrically driven switch motor**. 
- 
-This mesh is placed automatically when creating motorized switches using the Railtool. 
- 
----- 
- 
-==== Manual Switch Lever ==== 
- 
-Allows assigning a Blueprint used for **manual switch operation**. 
- 
-A ready-to-use Blueprint is provided: 
-  * **BP_SwitchLever01** 
- 
----- 
- 
-==== Switch Blade Throw Bar ==== 
- 
-Defines the mechanical linkage connected to the switch blade. 
- 
-The throw bar is responsible for physically moving the switch blade between its positions. 
- 
----- 
- 
-==== Clearance Marker Mesh ==== 
- 
-Defines the mesh used for **clearance markers**. 
- 
-Clearance markers are placed automatically in areas where vehicles must remain clear to avoid collisions, indicating the safe clearance limit near switches. 
- 
----- 
- 
 ===== Third Rail ===== ===== Third Rail =====
  
-The **Third Rail** section defines the power rail system used by vehicles with a **side-mounted current collector** and an active **PowerComponent**.+The **Third Rail** section defines the power rail system for electric vehicles.
  
-The third rail is required for electric vehicles to receive power.   +If no Third Rail Data Layer is present, vehicles will display:
-If a track section does **not** contain a Third Rail Data Layer, affected vehicles will display the message:+
  
 **"No Power"** **"No Power"**
- 
-in the in-game HUD. 
- 
-The Third Rail is implemented as a **Data Layer Asset**, similar to Guide Rails, and can be assigned using the Railtool’s Data Layer functionality. 
- 
----- 
  
 ==== Third Rail Overview ==== ==== Third Rail Overview ====
  
 ^ Property ^ Description ^ ^ Property ^ Description ^
-| **Third Rail Begin** | Static Mesh placed at the beginning of the third rail section. | +| **Third Rail Begin** | Start mesh. | 
-| **Third Rail Mid** | Looping Static Mesh used along the main length of the third rail. | +| **Third Rail Mid** | Looping mesh. | 
-| **Third Rail End** | Static Mesh placed at the end of the third rail section. | +| **Third Rail End** | End mesh. | 
-| **Third Rail Mount** | Mesh used as the holder for the third rail, placed individually on sleepers. | +| **Third Rail Mount** | Holder mesh. | 
-| **Third Rail Offset** | XYZ offset used to position the third rail relative to the track. |+| **Third Rail Offset** | XYZ offset. |
  
-{{:manual:subwaysim:creating_superstructure:super4_3.png?direct&400|}}+{{:manual:subwaysim:creating_superstructure:super4_3.png?direct&800|}}
  
-----+==== Important Notes ====
  
-==== Third Rail Begin ==== +<WRAP center round important> 
- +  * Third Rail Data Layers are required for powered tracks 
-Defines the Static Mesh placed at the **start** of a third rail section. +  Incorrect offsets can lead to power loss or misalignment 
- +</WRAP>
-This mesh visually represents the transition from a non-powered to a powered track segment.+
  
 ---- ----
  
-==== Third Rail Mid ====+===== Next Step =====
  
-Defines the **looping Static Mesh** used for the main length of the third rail.+With the Superstructure configured, all fundamental data required for track generation is now available.
  
-This mesh is repeated automatically along the track wherever the Third Rail Data Layer is active.+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]]**
- +
-==== Third Rail End ==== +
- +
-Defines the Static Mesh placed at the **end** of a third rail section. +
- +
-This mesh visually represents the termination of the power rail. +
- +
----- +
- +
-==== Third Rail Mount ==== +
- +
-Defines the mesh used as the **third rail holder**. +
- +
-⚠️ Important: +
-The holder mesh must be a **single, individual mesh**, not a combined or grouped mesh. +
- +
-This is required so the holder can be placed correctly on each sleeper by the Railtool. +
- +
----- +
- +
-==== Third Rail Offset ==== +
- +
-Defines the **XYZ offset** of the third rail relative to the track center. +
- +
-This allows precise positioning of the power rail to match: +
-  * Vehicle current collector position +
-  * Track gauge +
-  * Regional infrastructure standards +
- +
-All offset values are defined in **Unreal Units (cm)**. +
- +
----- +
- +
-==== Important Notes ==== +
- +
-<WRAP center round important> +
-  * Third Rail Data Layers must be present on powered track sections +
-  Vehicles without a compatible current collector will ignore the third rail +
-  Incorrect offsets can lead to visual misalignment or loss of power detection +
- +
-The Third Rail configuration is essential for electric vehicles and must be set up carefully to ensure reliable power supply during gameplay. +
-</WRAP>+
  
  
 {{page>manual:footer}} {{page>manual:footer}}
  
manual/subwaysim/map_construction/creating_superstructure.1767605495.txt.gz · Last modified: by dcs

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki