Rolling Line

Rolling Line

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QuickMod file values
By Franks
A quick description of the various values you can change to customize QuickMods
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Intro to QuickMods
Please note:
The "QuickMod" system has since been replaced by a more advanced modding system which lets you set up mods in-game, you can find a guide on the new system here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2664192139

However, the QuickMod system is still supported and old mods made with this system will continue to work as normal. This guide explains the process of making and editing QuickMods.
Files


QuickMods are stored in the "Rolling Line -> Modding -> QuickMod" folder.
Each mod needs its own sub-folder, so if you have downloaded a ZIP of a QuickMod then simply extract the files into a uniquely named folder.

The possible files you can use are as follows:
  • mod.txt - the text file that contains all the properties of the quickMod
  • quickMod_model_body.obj - the model used for the body of the quickMod
  • quickMod_model_couple_back.obj - the back coupler model
  • quickMod_model_couple_front.obj - the front coupler model
  • quickMod_model_wheels_back.obj - the back wheels model
  • quickMod_model_wheels_front.obj - the front wheels model
  • quickMod_texture.png - the texture used on the quickMod body, wheel and coupler models
  • quickMod_preset_texture.png - the texture used on the wheel preset (if used)

These files MUST have the exact same filename, as this is how they are recognized.
All models must be in .OBJ format, and textures must be in .PNG format.

Addons

Wagon "addons" are extra objects that can be painted on to wagons using the in-game tools.
So far there are two kinds of addons: Snow plows and pantographs

By default all quickMods have support for all addons, but you can change various values (like positioning) and even setup your quickMod to include specific addons by default.

You can find more info about these values you can change in the "Mod.txt file values" section of this guide!

If you want to include a plow or pantograph with a custom texture, then you can include one of these image files in your quickMod folder (just like quickMod_texture.png and quickMod_preset_texture.png)



Simply change the colors in these image files to change the default addon colors.
These files are:

quickMod_pantograph_texture.png


quickMod_plow_texture.png


Multiple body meshes

You can also add multiple body meshes in one quickMod. You can use this to add extra details or to separate your model into different materials & textures (more info on using materials in the next section).

To use more than one model or texture simply add a number (1-5) at the end of the filename.
e.g. adding a new OBJ file called:
"quickMod_model_body1.obj"
as well as a new PNG file called:
"quickMod_texture1.png"
will make the new model use the new texture with the same number.

If you add a model without a texture, the base texture will be used ("quickMod_texture.png")

Here is and example of the file structure for 3 different body models and textures:


You can find an example mod (called "NZR red DX") that uses multiple body meshes already included in the Rolling Line modding folder.
Example mods are found in the "Rolling Line / Modding / QuickMod" folder

Extra wheels (articulation)

You can also include multiple extra sets of wheels (which follow the curve of track independently) to create the effect of articulation.

You can include up to 5 extra wheel models by simply naming them "quickMod_model_wheels_extra" with the number at the end (in the same way as extra body meshes).
e.g. adding one extra wheel model would have the filename:
"quickMod_model_wheels_extra1.obj"

Here is and example of the file structure for 2 extra sets of wheels:



You can read more instructions on how to set up articulation in the "Articulation" section later in this guide.

You can find an example mod (called "bigboy example") that uses articulation.
Example mods are found in the "Rolling Line / Modding / QuickMod" folder.
Mod.txt values


+ a few more not included in this image (which are listed below)

The "mod.txt" file contains various properties that you can change to customize quickMods.
These values are as follows:

  • name - the name used in-game in the quickMod list (cannot be identical to other quickMods!).
  • length - the segment length of the wagon, used to position the wheels and couplers (explained further later on).
  • locomotive - true/false to set whether this wagon is driveable or not.
  • spawnControls - true/false to set whether the speed controls should be visible when driving or not.
  • driverSpawnOffset - a Vector3 (written as x_y_z, e.g. "0.2_0.13_0") to set the position offset of the cab controls.
  • soundPreset - the sound preset to use, these are listed further on.
  • hornPreset - the horn/whistle sound preset to use, these are listed further on.
  • preset - the animated wheels preset to use, these are listed further on.
  • wheelPresetOffset - if a wheel preset is used, then this can set the length offset of the wheels (a decimal value)
  • wheelPresetAltOffset - if a wheel preset with a second set of wheels is used, then this can set the length offset between the two sets of the wheels (a decimal value)
  • accelerationSpeed - a multiplier of how quickly the locomotive speeds up (a decimal value, 0.5 = half as slow, 2 = twice as fast)
  • decelerationSpeed - a multiplier of how quickly the locomotive slows down (a decimal value, 0.5 = brakes half as slow, 2 = brakes twice as fast)
  • couplerOffset - a number to set the distance at which couplers are effective (a number between around 10 to 150, with 75 being the default). it is best that you leave this value unchanged unless you are sure you want to adjust it. coupling & movement can become unstable with values that get too far from the default!
  • switchboardSpawnOffset - a Vector3 (written as x_y_z, e.g. "0.004_0_0.002") to set the position offset of the in-cab switchboard.
  • switchboardSpawnOffsetRotation - a Vector3 (written as x_y_z, e.g. "0_45_0") to set the rotation offset of the in-cab switchboard.
  • spawnSwitchboard - true/false to set whether the in-cab switchboard spawns or not.

The wheel preset options are:
none
steam_6
steam_6_6
steam_8
steam_8_8
steam_berkshire_8
steam_berkshire_8_8
steam_2_4
steam_4

The sound presets are:
none
diesel
steam
electric
englishElectric

The horn/whistle presets are:
diesel_dx
diesel_dsj
diesel_f7
diesel_nr
diesel_2tone1
diesel_2tone2
steam_flyer
steam_bigboy
steam_berkshire
steam_nyc6chime
ghost_horn1
ghost_horn2
ghost_whistle1
ghost_whistle2
electric_v8
diesel_u20c
diesel_dg
diesel_da
steam_ka
steam_sunkenBerk
steam_rotary
steam_jgr

Also, here is a rough example of how the 'Length' property works.
Basically, all trains & wagons in Rolling Line are a set segment length, and this value is used to position the wheels and coupler models.



Addons

You can change various properties in your quickMod that will change how addons are positioned. You can also make it so that your quickMod includes specific addons by default.

Please refer to the "files" section of this guide to see which optional texture files can be added to color default addons.



The values you can change are as follows:

For snow plows:
  • snowPlowOffset - a number to set the position offset of snow plows, as well as the snow clearing particle effect (a small decimal value, between around -0.05 and 0.05)
  • forcePlowSupport - true/false used to allow plows on wagons. By default plows are only supported by locomotives, but if you set this value to true then you can also add plow support to wagons
  • plowPreset - here you can choose a specific plow to be included on the quickMod by default.

The plow preset options are:
None,
Diesel0,
Diesel1,
Steam0,
Steam1

For pantographs:
  • pantographOffset - a Vector3 (written as x_y_z, e.g. "0.2_0.13_0") to set the position offset of the first pantograph. A good default value would be "0_0.14_0"
  • pantographScale - a decimal number to set the size scale of both pantographs.
  • useSecondPantograph - a true/false value that sets whether the second pantograph is enabled or not.
  • flipPantograph - a true/false value that sets whether the first pantograph is flipped (rotated 180 degrees).
  • flipSecondPantograph - a true/false value that sets whether the second pantograph is flipped (rotated 180 degrees).
  • secondPantographOffset - a Vector3 to set the position offset of the second pantograph (if you chose to enable it!). A good default value would be "0_0.14_0.4"
  • pantographPreset - here you can choose a specific pantograph to be included on the quickMod by default.

The pantograph preset options are:
None,
CrossArm,
SingleArm

Materials

Different materials can be used to add effects like transparency and emmision.
This is best used when combined with multiple body meshes (which were mentioned in the previous segment of the guide).
You can give each body mesh a different material, resulting in effects like transparent text or emmisive headlights.

To change the material type of the base model you can use the "material" value in the mod.txt file.


You can set it to:
"normal" - standard solid material
"alpha" - smooth transparency (supports semi-transparent textures, but has messy depth sorting)
"alphaCutout" - hard-edge transparency (doesn't support semi-transparent textures, but has correct depth sorting and hard "cutout" edges)
Please note that this material option will have graphical problems when used in maps with many light sources. Using "alpha" instead will solve this.
"unlit" - appears fully bright (unaffected by lights) at all times, like it is emitting light.
"alphaUnlit" - a combination of Alpha and Unlit, which is both transparent but emits light.

You can also change the material individually for each extra body mesh by simply adding the number (1-5) at the end of the filename.
If no material is set then the base material is used instead.

Here is an example of using multiple materials, textures and body meshes:


Articulation
You can now set up articulation in QuickMods!
As mentioned in the "files" section of the guide, you can include extra wheel models in your quickMod. These "extra wheels" will follow the curve of track independently and can be used to pivot your trains body model in specific ways.

This can be quite complicated to explain, so here is a visual guide (using the Big Boy train as an example) to show how each set of wheels is split up, and how the pivot parent is set for the Big Boy:



There are the various mod.txt file values that you can change to set up articulation:



  • wheelOffset(1-5) - this number is the offset to position the wheels at (the same type of value used for the "length" value) Check back to the image that explains how the "length" value works to see how you can figure out what value to use.
    For example, if you wanted to position your extra wheels half way between the two other wheels on a train with length 6, this value would be 3.
    For the Big Boy example (length 6) the first set of wheels is at offset 1, then the second set of wheels is at offset 4.
  • pivotParentIndex - this index used to set which set of wheels the body of the train should parent to (shown in the guide image). If you dont set this value the body will be positioned in the average point between all the wheels.
  • pivotOffset - the offset (length-wise) to position the body relative to the pivot parent. This can be a decimal value, but it follows the same size scale as the "wheel offset" and "length" values. If this value is 0 then the body mesh will be positioned in the exact same spot at the pivot parent, otherwise it will be moved forward/backward length-wise.
  • wheelPresetParentIndex and wheelPresetAltParentIndex - the index used to set which set of wheels the steam wheel presets (if used) should parent to (also shown in the guide image). the offset values (wheelPresetOffset and wheelPresetAltOffset) can also be used to move the wheel preset forwards/backwards just like it does without setting a parent.

This certainly is quite complicated to understand, so I recommend that you have a look at the example quickMod (which is a copy of the in-game big boy, but set up as a quickMod) to see how all these values take effect.
Example mods are found in the "Rolling Line / Modding / QuickMod"
31 Comments
LambdaFire1401 12 Nov, 2021 @ 9:02pm 
oh hell yeah
Franks  [author] 11 Nov, 2021 @ 7:30pm 
not with quickMods, but there's a new modding system coming soon which will have audio and animation support
LambdaFire1401 11 Nov, 2021 @ 4:46pm 
can i use a custom horn for locomotives or am i stuck with those listed?
Franks  [author] 6 Oct, 2021 @ 12:57am 
@chungus_gaming preferably not...
I know for sure that lots of modders have been quite annoyed at their models being copied and used in Roblox
F3X 5 Oct, 2021 @ 5:47pm 
do i have permission to upload the mesh files from the game into roblox?
F3X 27 Sep, 2021 @ 5:07pm 
thanks
Franks  [author] 25 Sep, 2021 @ 5:42pm 
tinyurl (DOT) com/4p2exs4h
Franks  [author] 25 Sep, 2021 @ 5:41pm 
Seems like MEGA links get blocked, ill try TinyURL but seems like those are banned too:
{LINK REMOVED}
Franks  [author] 25 Sep, 2021 @ 5:20pm 
thanks for the reminder, i need to update the links!
F3X 25 Sep, 2021 @ 7:13am 
Hey franks, the big boy and the quickmods arent available anymore