manual:subwaysim:map_construction:creating_superstructure
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| manual:subwaysim:map_construction:creating_superstructure [2026/01/05 10:31] – dcs | manual: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, | In this section of the Railtool documentation, | ||
| 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: | ||
| {{: | {{: | ||
| - | * In the class selection window, search | + | In the class selection window: |
| + | * Search | ||
| * 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 | + | 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** | + | 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 | + | The default sample Superstructure |
| - | The asset is named:`DL_SampleMapDefault` | + | `Simuverse_SampleModMap / Infrastructure / RailwaySystem / DataAssets` |
| - | The migration process works exactly as described in: | + | The asset is named: |
| + | |||
| + | `DL_SampleMapDefault` | ||
| + | |||
| + | The migration process works exactly as described in: | ||
| + | [[manual: | ||
| ==== Important ==== | ==== Important ==== | ||
| When migrating the Superstructure: | When migrating the Superstructure: | ||
| - | * **Only migrate assets from the plugin | + | * **Only migrate assets from `Simuverse_SampleModMap`** |
| - | * **Do NOT migrate assets from the plugin | + | * **Do NOT migrate assets from `SubwaySim2_Modding`** |
| {{: | {{: | ||
| 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 | + | If you want to use **custom meshes** for your Superstructure (for example rails, clamps, sleepers, or ballast), |
| - | The Superstructure defines all fundamental properties required by the Railtool to generate tracks correctly. | + | To do this, you can export |
| - | 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: |
| + | | ||
| + | | ||
| + | | ||
| - | * **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: |
| + | |||
| + | 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 | + | | **Clamp Normal** | Static Mesh used for standard rail clamps. | |
| - | | **Guide Rails** | Defines additional | + | | **Guide Rails** | Additional |
| - | | **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. | | ||
| - | {{: | + | {{: |
| - | + | ||
| - | ---- | + | |
| ==== Rail Material ==== | ==== Rail Material ==== | ||
| - | Defines the material | + | 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, | + | They are also known as: |
| - | | + | * Guard Rails |
| - | | + | * Guide Rails |
| - | | + | * 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 | + | | **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 | + | | **Start Mesh** | Mesh at the beginning of the guide rail. | |
| - | | **End Mesh** | Static | + | | **End Mesh** | Mesh at the end of the guide rail. | |
| - | | **Cm to UCoordinate** | Conversion factor | + | | **Cm to UCoordinate** | Conversion factor |
| - | | **Profile** | Defines the cross-section | + | | **Profile** | Procedural |
| - | {{: | + | {{: |
| + | === 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)** | ||
| - | | + | * Incorrect |
| - | | + | |
| - | + | ||
| - | 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 | + | Standard |
| - | + | * **1435 mm** | |
| - | ⚠️ Important: | + | * **143.5 cm (Unreal |
| - | Unreal Engine units are **centimeters**, | + | |
| - | + | ||
| - | Conversion: | + | |
| - | * 1435 mm = **143.5 cm** | + | |
| - | + | ||
| - | The value entered here **must be specified in Unreal | + | |
| - | + | ||
| - | Incorrect gauge values will result in: | + | |
| - | * Incorrect wheel alignment | + | |
| - | * Physics issues | + | |
| - | * Visual inconsistencies | + | |
| ---- | ---- | ||
| - | |||
| ==== Sleeper Spacing ==== | ==== Sleeper Spacing ==== | ||
| - | Defines the distance between | + | 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 | + | Defines |
| - | + | ||
| - | 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 | + | Defines |
| - | + | ||
| - | 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 | + | 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 |
| - | | **Clamp Mini Inner** | Smaller | + | | **Clamp Mini Inner** | Small clamp at switch |
| - | | **Clamp Blade** | Clamp for rails including guidance for the switch | + | | **Clamp Blade** | Clamp for switch |
| - | | **Clamp Guard** | Clamp used for rails carrying an additional | + | | **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 Single Outer Half** | Single outer rail clamp for individual rail sections. | | + | | **Clamp Single Outer Half** | Outer single |
| - | | **Hollow Sleeper** | Sleeper | + | | **Hollow Sleeper** | Sleeper |
| - | | **Switch Motor** | Mesh for electrically driven switch motors. | | + | | **Switch Motor** | Motor mesh. | |
| - | | **Manual Switch Lever** | Blueprint | + | | **Manual Switch Lever** | Blueprint for manual |
| - | | **Switch Blade Throw Bar** | Mechanical | + | | **Switch Blade Throw Bar** | Blade linkage. | |
| - | | **Clearance Marker Mesh** | Clearance marker | + | | **Clearance Marker Mesh** | Clearance marker |
| - | {{: | + | {{: |
| ---- | ---- | ||
| - | |||
| - | ==== 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 | + | The **Third Rail** section defines the power rail system |
| - | 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, | + | |
| **"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 | + | | **Third Rail Mid** | Looping |
| - | | **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 | + | | **Third Rail Offset** | XYZ offset. | |
| - | {{: | + | {{: |
| - | ---- | + | ==== 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 |
| - | + | </ | |
| - | This mesh visually represents the transition from a non-powered to a powered track segment. | + | |
| ---- | ---- | ||
| - | ==== Third Rail Mid ==== | + | ===== Next Step ===== |
| - | Defines | + | With the Superstructure configured, all fundamental data required |
| - | This mesh is repeated automatically along the track wherever | + | 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: |
| - | + | ||
| - | ==== 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 | + | |
| - | | + | |
| - | | + | |
| - | + | ||
| - | The Third Rail configuration is essential for electric vehicles and must be set up carefully to ensure reliable power supply during gameplay. | + | |
| - | </ | + | |
| {{page> | {{page> | ||
manual/subwaysim/map_construction/creating_superstructure.1767605495.txt.gz · Last modified: by dcs
