Content Setup Help

List FAQs



Q: My adjustments to default files are being overwritten when Steam updates RailWorks, how do I stop this?
A:  Default files are recorded by Steam as core assets. These assets are protected to ensure that RailWorks? always continues to function as intended. Therefore we do not suggest users directly modify any default files of RailWorks?.

If modifications are desired, it is recommended that users duplicate the files concerned, and then make changes to these instead.

Be aware that such duplicates must feature a unique browser name to ensure there are no conflicts with existing assets already in the World Editor Browser list.

Q: How do I switch a junction in the editor to check multiple signal states?
A:  You can manually change them via the track side lever or Shift+Click on the junction icon in the 2D map.

However, we recommend that you setup a simple scenario or free roam and drive a train around the signalling to test their configuration.

Q: Can I set speed limits in a signal script?
A:  No. Signal scripts can receive speed limit information and make use of it, but they cannot define a speed limit themselves.

Q: Where do I place my source material for creating content?
A:  Source Material for creation of custom content should be located under the folder displayed when pressing the ‘Source Folder’ button found on the Tools tab of the RailWorks? Launch window.

Q: Where do I install content I have downloaded?
A:  For information on installing downloaded content please see section 5 on page 45 of the Creator Manual supplied with the game.

Q: Is there a list of available C functions for scripting signals?
A:  Here is a list of available C functions open to the LUA scripting system:

Q: Can multiple people build a single route in RailWorks?
A:  In short – Yes.

Let’s look at the files/folders of a RailWorks? Route:
  • MixMap? - Terrain texturing data
  • Networks
    • Loft Tiles - Lofted object data
      • Loft.bin
    • Road Tiles - Road placement data
      • Roads.bin
    • Track Tiles - Track placement data
      • Tracks.bin
  • Scenery - Scenery placement data
  • Terrain - Terrain height data

Now, the way multi-user route building works is that in order to prevent conflicts, only one person can be updating a file at any one time. From the above list, you can see that a route is broken into many files. Therefore in order for multiple people to work on the same route, each person needs to be allocated an area of the route that no-one else is set to work on. Then at periodic times, everyone can put all their files back together and get the progress of each others files.


TRACK,LOFTS and ROADS - For each of these elements of a route there is a folder containing all the tiles which record the placement of pieces and then a database that holds all extra information (Tracks.Bin / Lofts.bin / Roads.bin). In the case of roads and lofts, this database is small. However for track this database contains key information such as the position of signals, speed signs, track properties etc making them very important files. Due to this, only one person can work on any of these four elements at any one time.

MIXMAP, SCENERY and TERRAIN - For each of these areas, there is merely a folder containing tiles which hold information related to the relevant data, for that element of the route. Now because there is no central database containing key information of the route as a whole, this means more than one user can provide files for these areas at the same time. As long as no two users provide the same files, there will be no lost or over-writing of work.

Therefore it is quite possible, to mark out all the tiles your chosen route is going to occupy by recording all the numbers seen in the bottom left corner of the screen, and then dividing these tiles up between several people. These individuals can then go to their allocated section and start placing scenery, adding DEM data and texturing the terrain. This enables the large task of populating a route to be covered in a very short space of time depending on the size of team you have available.

For example, if it takes 1 person 4 weeks to populate a 10mile route, it might only take 1 week if you have 4 people doing it.

Q: My seasonal textures do not sure up in-game, why?
A:  To get the season textures working in game you have to have the textures created and in the correct folder before you export from your chosen modelling application. When you have the textures in place in the source directories, export the model so that it holds a record of the textures available.

Now when you change season the textures will change also.

It is a pain not being able to see a loft in the editor; however you could export the asset as just a scenery object to view it and see it is working without having to go in game and lay it.

Example of naming convention:
  • bush_hedge01.ace (summer default)
  • bush_hedge01_Au.ace (autumn)
  • bush_hedge01_Wi.ace (winter)
  • bush_hedge01_Sp.ace (spring)

Q: Where can I find the software plug-ins for creating content for RailWorks?
A:  These are currently located on the support page, which can be found here: (external link)

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