Blueprints are files used to generate game content files for loading. They are stored as XML files, which are converted to binary files for game use.
The tools required for editing blueprints come packaged with the game, the most common one being the Blueprint Editor. The editor is an application that displays blueprint files in a tree view for easy editing. It has knowledge of types and displays warnings when there is invalid data.
The blueprint editor also has an exporting feature (similar to a make command in an IDE) which will convert files into game readable files by using the conversion processes packaged with the game. Most developers will not need to use these conversion files manually.
Blueprint Types Edit
Different in-game objects have different types of blueprint, the most common being a Scenery Blueprint. See bellow a full list of the types of blueprint and what they can be used to create.
All objects require a unique in game name, if two objects have the same name and they are placed in game the engine will crash. The common practace among developers is to prefix custom objects with part of the name of the route.
e.g. Assets for the South London Lines route are prefixed with SLL
|Scenery Blueprint||Mesh||Static objects, not linked to the track or gameplay in any way|
Blueprint conversion is completed using the serz.exe application found in the root of the game directory. It can convert both from and to binary files.
Proxy Files Edit
Some sound blueprints are converted to .proxyxml and .proxybin files, these behave differently in game as they are only loaded once. To see any changes to the blueprint you have to close and reopen the game entirely.