The Cutting and embankment object system is as it says...a system! When used in the correct order you will be able to quickly achieve smooth rising and falling embankments and cuttings, you also have a leveling off file which means if you want, you can have a level section in between the rise and the fall. All you have to do is stick to the numerical order system and each object will correctly match the pre and post objects. For example.............
cut-a7-level is the deepest cutting and it's level, whereas cut-a6-fall is as stated in the file name...falling/dropping in the direction of travel, and so is a5/a4/a3/a2/a1-fall. So a complete drop from deepest cutting to rail high level would be achieved by using these files in numerical order. If however, you want to level off and maintain the the cutting or embankment height, you'd use the appropriate level file.
With the above in mind, the "rise" cuttings files will in the direction of travel when used numerically climb up to cut-a7-level.
Now, with all the above digested and understood.....the embankment system works in exactly the same way starting with emb-a1-level as the highest embankment, using the "rise" files the embankment in the direction of travel will climb up to emb-a8-level which is flat at rail high and is compatible with cut-a1-rise/fall and emb-a2-rise/fall, blah blah blah so on and so on.
If your a serious developer I'm sure you'll get the jist of it but do drop me and e-mail or sound off on the BVE ROUTEBUILDER forum and I'll try and help where I can.
Here are a few screen shots showing how the above system looks from the cab!!
Track systems
There are two track systems available for download, a single track and a double track system plus a fully compatible set of switches to match (these track systems can be seen in all the screen shots), download the single,double and switch.zip files then create a folder called ... barns tracks (two words) in your Routebuiler/lib directory then unzip the contents of the three zip file in to it, don't forget to amend your TRACKDEF.DAT file to enable the new track system to be used. Don't worry!..... if you open the text files that come with the zips you will find the appropriate track data, copy it and paste both sets of data in the trackdef.dat file then save...DON'T FORGET TO BACKUP THE ORIGINAL FILE!!!!!
These tracks are based on a wooded sleeper railway line with jointed track sounds, I will be working on a few textures in the near future which will enable me to expand and produce a concrete sleeperd track, if anyone would like to add overhead wires to this track system, please contact me and we'll sort it out.
The single track system won't need any introduction as all the tracks in Routebuilder are single but, the double track system is obviously a bit different. What I did was take a single track file and using SMACE's Object Converter, move the track on it's X axis, open the MOVED track file in notepad, copy all the data and pasted it into a single track file, saved it, named it (I did this for all the radii used in this system) amended the TRACKDEF.DAT file in Routbuilder so I could use the new tracks, created a short route with plenty of bends and exported it. The results were a winding, bending railway line with an opposite (secondary) running line next to it, following smoothly the contour of the driving track.
So if you've had problems exporting secondary tracks, this system might be of use to you but there are a few rules you need to know about if you want to get technical with this system, like, for example...switchs on secondary tracks...well, what you'd do is set your 25m track properties as being a single track opposite where you want you the switch to sit and use one of the eight switch track objects that come with the SWITCH.ZIP file by "binding" them to the single 25m track section.. I'll go into more detail in a forthcoming page dedicated to Tips and Tricks for using RB and my track system, don't forget..any prob's drop me an e-mail.
copyright www.class50-hoover-bashers.com 2005



