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Skybox editing! v3.31



Have you ever noticed the extended scenery that you can see on the "top of the south" layout? (the original New Zealand main layout).

When you are in certain areas you can see things like mountains and sea off in the distance in miniature scale, even though the edge of the table is all that is there in large scale.



Up until now this feature has only existed on the old "Top of the south" layout, and this is because that layout was made using entirely different tools than what modern player-made layouts use.

But piece-by-piece I am bringing every feature of the main layout over to the new editing system, so everyone can use these features in their own layouts!

And one of the big ones was the "extended scenery" you can see.

Well you can finally make this same effect yourself!

There is a new panel of options on the wall (next to all the room options like wall size and colors):



From here you can place props on specific layers and start creating and editing your own skyboxes.

The "large scale only" layer is useful for:
- walls and room details that you only want to see when looking at the layout in large scale, but you want to be hidden when driving trains in miniature.

And the "miniature scale only" layer is useful for:
- scenery that extends beyond the sides of the table, like backdrops and landscapes that surround your layout. These are hidden in large scale but you can see them when driving trains in miniature.

Beyond this you can also create your own "skybox regions" which allows you to make unique scenery show up based on where you are in the layout (e.g. show a mountain backdrop from one area, but a huge desert from another area)







But this starts to get a bit more complicated, so I've written a full step-by-step guide on how to create a layout that makes use of these new features:

https://steamcommunity.com/sharedfiles/filedetails/?id=2390114947

With these tools you can make your layouts so much more immersive to explore, since being in miniature mode can have fully detailed skyboxes and scenery off in the distance, while you can still keep that model railway table & bench-work in large scale at the same time!

As an example, I've updated the official "Puzzling World" layout to include extended scenery using these new features! You can access it in-game just in the "new game" menu:



You can also find a copy on the Steam Workshop:

https://steamcommunity.com/sharedfiles/filedetails/?id=2391154447

This is just a simple example with one layer of skybox scenery.
But if you get creative with the more advanced "skybox region" system you can have multiple types of scenery on the same layout! like a vast desert that transitions into a city or mountain valley after passing through a tunnel and entering into a new skybox region.

There are already lots of map makers who are super excited about this new feature, so there's bound to be some awesome skyboxes showing up on the workshop soon!

Enjoy!

Turntables! v3.30



They are finally here!
Turntables may very well be the most highly requested feature in Rolling Line's history (aside from multiplayer of course).

And three years down the line, here we are!
Fully operational and customizable turntables you can use in your own custom layouts.

You can find a few examples in the new "track -> turntables" drawer:



But the real flexibility comes from generating your own ones in the "track -> generator" drawer, and switching over to the "Turntables" track type:



In this view you can customize the size, depth, and the number of track exits you want the turntable to have.

This means you can have massive turntables, or even very tiny ones!





But of course that's not all!
Once you place your turntable down on the table, you can then customize all sorts of details and colors using the "Options" popup menu (left-hand-context option):



Inside this menu you can change a range of visual features of the turntable.
These are:
  • Base - the circular base of the turntable, which scales with the track length and stays stationary
  • Center detail - an option extra detail in the center of the bridge that rotates with the track
  • Side detail - an optional small building/platform attached to the side of the bridge
  • Bridge - the rotating section of the turntable (the part the track is connected to)
  • Pivot - the center point that the bridge spins on (doesn't rotate)
  • Terrain - an optional square of land that fills in the gaps around the turntable, which makes it easier to build around

All of these extra details can be painted their own colors!

But also remember that turntables are the same as any other piece of track, which means you can paint them with track details like bridges, 3rd-rails, different ballast etc.



On the topic of track painters, this update also adds a bunch of new track bridge styles!



[h2]Controls [/h2]

Another thing you can customize in the turntables options menu is the control style, along with a couple of other things in the "Turntable control options" menu:



In this menu you can:
  • Set whether the control levers are visible or not
  • Set the turn speed of the turntables (how fast it rotates)
  • The control style

The two control modes are:
  • "Stop at next exit" - clicking on one of the turntable levers will make the turntable spin until it reaches the next available exit, and then it will stop automatically.
  • "Continuous" - clicking on a lever will make the turntable spin continuously until you click it again, at which point it will stop at the nearest exit.


Aside from clicking the individual levers to control the turntable, you can also easily control it using one of the hand held controllers (the same ones you use to drive trains!)



Simply select the turntable and then use Q and E to change the direction that it turns.

Oh, and another new thing you can do with the hand-held controllers is you can control wagons with them! Before you could only control locomotives, but now you can control every wagon too. This can be really useful for shunting, hump yards, and just for fun of course.
Though it may not be "realistic" it felt like such a useful feature it was worth keeping!



And that's basically everything!
I'm so happy to have finally added working turntables into the game, as this is something I've been just as excited to see as the the community has.

This is actually the first proper track-related feature i've added to the game in a long time, so it's great to add some more variety to the trackwork that layouts are built upon.

I can't wait to see what kind of stuff people can do with these new tools!



Enjoy!

New colors (and more!) v3.29



Today's update includes something I've been meaning to add for ages!!

The original default paint colors have been slowly added to one-by-one ever since the game was first released, and have never gotten a real clean-up.
For example, the choices of greens and browns have been incredibly limited, so 90% of maps all use the same shade of green. Well that's finally going to change!

This update completely re-does all of default colors, and adds tons of new useful color ranges and pallets that the game desperately needed.

But that's not all though!

This update also adds a bunch of quality-of-life changes which include:
  • a new "unlit transparent" material painter
  • "alpha cutout" material for mods
  • copy & paste buttons for all text input boxes
  • the option to copy & paste tags between mods
  • Ability to copy color hex-codes from any painter
  • Ability to clone colors from the multi-paint popup UI
  • an exit button to close the multi-paint popup UI
  • buttons to copy-paste dynamic track data from within the drawer
  • Small fixes for the index controls

I'll go into more detail on these new changes in this news post!

[h2]New "Unlit transparent" material painter [/h2]

Much like the other material painters (like "transparent" which makes props see-through, and "unlit" which makes them glow in the dark without shading) the new "Unlit transparent" material painter makes props both see-though and glow in the dark!



This material type can also be used in mods!
Along with a new version of transparency called "Alpha Cutout"
(this version has less depth-fighting issues and sharper edges)



[h2]New colors [/h2]

The main part of this update is the re-do of the default colors.
You can still find all the original legacy paint drawers in the "misc" category!

Here are the new 4 drawers of colors:



Some new color types to note are:
  • Far more green options
  • more autumn yellows and oranges
  • Wide range of browns (dirt & dry grass)
  • Lots of desert soil colors
  • Set of pastel colors
  • Set of metallic colors (for cars)
  • Lots of tans and reds for brick and building materials
  • Rust colors
  • "Solid" colors, like pure red/green/blue etc
  • Wider range of water shades


[h2]Lots of copy-pastes [/h2]

You can now copy-paste text from any textbox input window:



You can also copy-paste tags between mods and workshop uploads!
This means you can easily import your own comma-separated list of tags from outside the game, or save your in-game tags to a text file.



Copying track data has always been possible by pressing "Return" while hovering over track, but there is now a dedicated "copy" button inside the dynamic track generator drawer. This is useful for copying data between track types.



[h2]Cloning colors [/h2]

Much like with dynamic track, you can copy the color of any prop by pressing "Return" while hovering over it. This will spawn a painter in your hand with the corresponding color.

But this update now makes it possible to clone colors from the popup multi-paint UI by clicking on them:
(the multi-paint UI also has an exit button now!)



Doing so will also copy the color hex-code to your clipboard!
You can also now copy the hex-code of any painter in the drawers using "Q"



And whenever you have a color hex-code on the clipboard you can easily paste it into the custom color generator UI using the "Clipboard" button!



This also means that you can copy a hex-code from outside the game (like from an online color picker) and paste it into the game to make that color!

[h2]Index control fixes[/h2]

Lastly, this update fixes the controls for cloning and editing paints from within the drawers for Index controllers. This was something i overlooked during the earlier VR updates.


Anyway, that's about everything!
Lots of quality-of-life changes that make dealing with custom colors a lot easier.

These new default colors are sure to make a visual difference for maps being made beyond this point. Even though custom colors are always an option, people are far more likely to stick to the easy access of the default colors. So having more options is always great!

Enjoy!

Ka, Da & U20C liveries! v3.28



Welcome to 2021!

To start the year off, here’s a whole bunch of much-awaited custom livery templates!
These are:
  • Steam Ka
  • Steam Ka tender
  • Diesel Da
  • Diesel U20C

I hope everyone had a great Christmas and New Year and has high hopes for the year to come!
I certainly have big plans for Rolling Line, and there are a ton of great updates already panned.
But getting things started with some new livery templates gives everyone some new variety for liveries to start the year off with!

Lots of people have already started making liveries with these new templates, and you can find a bunch of them on the Steam Workshop.
You can find them simply by going to the Steam Workshop and using the “livery type” drop-down list:





Just as with all the other liveries, you can find the templates in the "Rolling Line -> Modding -> templates" folder.



Plus there's a guide here on Steam which explains how to make your own liveries!
All you need to make liveries is basic image editing software (even MS Paint is fine):

https://steamcommunity.com/sharedfiles/filedetails/?id=1405658466

Anyway, that’s all for now!
This update is a nice creative one to start the year off with, but the next one will likely be a bit more “feature” oriented.

Enjoy!

Snow globe collection! v3.27



Congratulations to everyone who took part in the Snow Globe Jam!!
There were over 140+ entries and I played through every single one of them ːsteamthumbsupː

So many creative ideas, excellent detailing and really clever use of props (and even mods!). Some people re-created cities and railways in miniature, while others made abstract dioramas. Some even hid smaller railways and additional tiny snow globes inside theirs!



To celebrate the event I've made a collection of my personal favorite snow globes and packed them all into one map! Keep in mind there were many more I wanted to include but the map was getting pretty dense already (so there were still some more excellent entries that aren't included in this collection)

Here's a view of the snow globe collection from above:
(HD version here: https://imgur.com/gallery/ibI36zH)



You can access this map simply by starting a new game and choosing the "Snow Globe Jam" map:



I highly recommend you go and have a look at all the entries for yourself!
There were so many amazing ones, far more than i could have packed into one map.
You can view them all on the Steam Workshop here:
https://steamcommunity.com/app/754150/workshop/



And that's all for now!
I hope you all had a lovely Christmas, and 2021 is right around the corner!
There will be more news coming in the future as to what updates I've got planned, so keep an eye out for that. There's tons of important stuff on the horizon.

Congratulations again to everyone who took part in the Snow Globe Jam!
It was a hell of a lot of fun!