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Thread: How do you create a ".sd" file manually?

  1. #1

    Default How do you create a ".sd" file manually?

    Any help is appreciated!

  2. #2
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    Open Rails doesn't require them. There really is no need to create or use them anymore.

  3. #3
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    SD files are shape definition files which are required to properly view shapes in MSTS. Open Rails - on the other hand - no longer requires them.

  4. #4
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    There is the file "How to write shape data files.doc" on the second installation disk of msts.
    Since it contains pictures it is too big to attach here.

    How to write shape data files
    Shape data files contain information about a shape that train simulator needs to
    display it properly, and optionally allow it to interact with trains during
    derailments. A shape data file will have the same name as the shape file and be
    in the same directory, but it will have the extension SD instead of S.
    Inside the shape data file, the data is always wrapped by a shape block, e.g.
    Shape (
    …data
    )
    The first thing in this block should be the shape filename (i.e. the shape data
    filename but with an .S extension), after that there are three optional
    components.
    ESD_Detail_Level ( n )
    The in-game options allow the user to specify an object density setting from 0 to
    10, which limits how many objects are in the world for performance reasons. An
    object’s detail level is how train simulator decides whether to load the shape.
    Objects with a detail level higher than the current setting will be excluded, so set
    this to 0 for things like bridges supporting track that should always be loaded and
    anything up to 10 for trees and other details depending on how important you
    deem them. Note that this can be set, per object, in the route editor and this will
    override the setting here.
    ESD_Alternative_Texture ( n )
    Shapes can have a range of optional textures that are applied dependant on the
    time of day or the weather.
    If n is 0 - The simplest option is to have one set of textures that is used all the
    time. The object will be lit realistically, becoming darker at night as you would
    expect. The weather will have no effect.
    If n is 1 - The object has two sets of textures, one in the standard texture
    directory and one in the snow subdirectory. The snow textures will be used when
    the weather is appropriate. The object will be lit realistically, becoming darker at
    night as you would expect.
    If n is 252 - The object has a texture for each of the seasons with and without
    snow. This is different from the simple snow texture, allowing more subtle
    variation by season. These textures should go in the subdirectories named by
    season, i.e. Autumn, AutumnSnow, Summer, SummerSnow, Winter and
    WinterSnow
    If n is 256 - The object has two sets of textures, one in the standard texture
    directory and one in the night subdirectory. The night textures will be used when
    the sun sets, and when a night texture is in use the object will not be lit
    realistically. When night textures are applied the object is lit very brightly from all
    directions, so that parts of the texture that are light in colour will seem very bright
    at night. To make the object look realistic therefore, parts of the texture that
    would not be bright at night must be darkened.
    The following entries describe collision data for a shape. This data is used to
    decide if two objects are colliding, and is the only way an object can be ‘solid’.
    Objcts with no collision data are insubstantial and the train will pass through
    them. Generally, because the real time physics needs to run very fast in order to
    be accurate, train simulator does not attempt to make the collision data too
    accurate. It is a question of deciding which components of your world the train
    should definitely not pass through, balanced against performance considerations.
    These entries are mutually exclusive.
    ESD_Bounding_Box ( minx miny minz maxx maxy maxz )
    For simple objects like small buildings or vehicles these values are the extents of
    the object. The minx, miny and minz values are the minimum extents on each
    axis, the maxx, maxy and maxz values are the maximum extents on each axis.
    Note that these do not have to be the actual extents of the shape - just the bits
    the train should not pass through.
    Notice how the bounding boxes leave out the eaves, because on balance it will look better for the
    train to pass through the eaves than bounce off thin air.
    Z X
    Y
    ESD_Complex ( nboxes
    ESD_Complex_Box ( rotx roty rotz posx posy posz minx miny minz maxx
    maxy maxz )

    )
    A complex bounding box structure is a list of single bounding boxes with a
    position and rotation relative to the object. Nboxes is the number of boxes used
    in this structure.
    Each box is described with an ESD_Complex_Box entry. The first three elements
    of ESD_Complex_Box are the rotation in degrees of the box around each axis.
    The boxes are rotated in the order X, Y then Z. The next three elements are the
    position of the box, or if you like the offset from the pivot point of the shape. The
    last six elements are just the same as for single bounding boxes, defining the
    extents
    The axes have been drawn on for clarity, but the pivot point of the object is its actual center in X
    and Z, with the Y set to the base of the object. So measurements used in the collision data will be
    relative to that point.
    X
    Z
    Y
    The collision data for this shape might look like this:
    ESD_Complex ( 3
    ESD_Complex_Box (
    0 0 8
    -25 0 0
    -13 -4 -5
    13 4 5 )
    ESD_Complex_Box (
    0 0 -8
    25 0 0
    -13 -4 -5
    13 4 5)
    ESD_Complex_Box (
    0 0 0
    0 9 0
    -12 0 -5
    12 0.5 5)
    )
    The first two boxes are the symmetrical sloped boxes on either side of the bridge,
    notice that they have been rotated by 8 degrees around the Z axis to get the
    slope. Then their centers have been offset by 25 meters along the X axis.
    ESD_Tunnel ( length borderwidth tunnelwidth tunnelheight mouthlength)
    The ESD_Tunnel collision type is used to define tunnel mouth entrances. Tunnel
    mouth entrances are somewhat unusual, in that they are literally an interface
    between below and above ground. A derailed train can slide into the influence of
    a tunnel mouth and will then be allowed to continue sliding below ground, as long
    as there is a continuous series of tunnel pieces to contain it. Without the tunnel
    mouth being properly set up a derailed train will bounce off an invisible barrier
    when it tries to pass under the ground.
    The first value, length, is fairly arbitrary. and should be set to a length which will
    comfortably contain a wagon’s length.
    Borderwidth is the width of the outer face of the tunnel mouth – the distance from
    the inner edge of the tunnel to the outer edge of the shape.
    Tunnelwidth is the width of the actual tunnel.
    Tunnelheight is the height of the actual tunnel.
    Mouthlength is the depth of the tunnel mouth, from the face to the pivot point of
    the shape.
    Example contents of an .SD file:
    SIMISA@@@@@@@@@@JINX0t1t______
    shape ( Bridgepiece.s
    ESD_Detail_Level ( 0 )
    ESD_Alternative_Texture ( 1 )
    ESD_Complex ( 2
    ESD_Complex_Box (
    0 -5 0
    0.18204 21.1035 -0.0196628
    -24.8481 -0.685221 -9.48568
    24.8481 0.685221 9.48568 )
    ESD_Complex_Box (
    0 35 0
    15.8677 10.2528 2.1172
    -8.44162 -10.2528 -1.63386
    8.44162 10.2528 1.63386 )
    )
    )

  5. #5
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    Hi Folks,

    SD files are still used in Open Rails for steam locomotives to control the Bell Animation speed.

    Regards,
    Scott

  6. #6
    Join Date
    Nov 2007
    Location
    SW MO
    Posts
    833

    Default

    Quote Originally Posted by scottb613 View Post
    Hi Folks,

    SD files are still used in Open Rails for steam locomotives to control the Bell Animation speed.

    Regards,
    Scott
    And to turn on the lights at night.

    Randy

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