Train Simulators 5 min read

How do I use Train Simulator Classic's Blueprint Editor?

Ian Stephens
In short

Learn how to use the Train Simulator Classic Blueprint Editor, organise Source folders, export assets, enable them and fix common failures.

To use the Blueprint Editor in Train Simulator Classic, launch BlueprintEditor2.exe from the RailWorks folder, create a project under Source/Provider/Product, add the correct blueprint, fill in its asset references and simulation fields, then export it. The editor compiles the project into Assets/Provider/Product, ready to enable and test in-game.

What is the Blueprint Editor used for?

The Blueprint Editor defines and compiles Train Simulator Classic assets; it is not a 3D modeller, texture painter or route-building interface. It connects source models, textures, physics, controls, sounds and metadata in a form the simulator understands.

TaskCorrect tool
Define new scenery, rolling stock or route templatesBlueprint Editor
Create geometry, animations and texturesCompatible modelling and image-editing tools
Lay track or place existing sceneryWorld Editor
Create services, timings and instructionsScenario Editor
Install or build an .rwp packageTrain Simulator Classic Utilities

Source is the editable master; Assets is the compiled output. A source blueprint is stored as XML, while an exported blueprint normally becomes a .bin file. Geometry, animation and texture sources are also converted into runtime formats during export.

How do I create and export a blueprint?

  1. Find the RailWorks installation. The usual Steam location ends in steamapps/common/RailWorks, although a separate library may put it elsewhere. Our walkthrough for finding the RailWorks, Assets and Content folders explains the directory layout. Start BlueprintEditor2.exe from the RailWorks root; if it is missing, verify the installed game files.
  2. Create a provider and product namespace. Make a directory such as RailWorks/Source/YourProvider/YourProduct, then refresh or reopen the editor so it appears in the source tree. Use names you control rather than placing work inside another developer’s namespace. Provider and product names form part of every asset identifier, so changing them later breaks references.
  3. Add the source files. Organise models, textures, animations and blueprints beneath the product folder. Geometry and animations must first be exported into formats accepted by the Train Simulator toolchain; these commonly include .igs geometry, .ia animations and .ace texture sources. Raw modelling project files are not compiled directly by Blueprint Editor.
  4. Create the correct blueprint type. Use the source tree’s new-blueprint command and select the smallest type that fits the asset. Static models normally use a scenery blueprint, unpowered vehicles use a wagon blueprint, and powered rolling stock uses an engine blueprint with additional simulation references. A driveable locomotive usually requires several connected definitions rather than one self-contained file.
  5. Complete the required fields and references. Set the display name, browser category, geometry ID and other fields required by that blueprint class. Use the editor’s asset selectors where possible so it writes provider/product-relative identifiers. Do not paste an absolute Windows path such as a drive letter into an asset reference.
  6. Save and export the blueprint. Select it and run the export command, then inspect the compiler log. Start with the first error because later failures are often consequences of that one. A successful build places the compiled blueprint and resources beneath the corresponding RailWorks/Assets/Provider/Product path. Re-export any referenced blueprints that you also changed.
  7. Enable and test the product. Open the relevant route and enable its provider/product entry in the World Editor’s Object Set Filter. Place scenery through the World Editor or rolling stock through the Scenario Editor. When checking driveable stock, our keyboard control reference for testing a locomotive helps verify the reverser, power, brakes, doors and other mapped controls.

Why does my exported asset not appear?

An exported asset is usually missing because its provider/product is disabled, its browser category is wrong, or the compilation did not produce the expected file.

  • The source tree is empty: confirm the project is beneath RailWorks/Source/Provider/Product, not Assets, and restart Blueprint Editor after creating the folders.
  • No compiled asset exists: inspect the export log and check for a malformed reference, missing source file or incomplete required field. Fix the first reported error before chasing the rest.
  • The asset compiled but is absent from the browser: enable the exact provider/product pair for that route and check both the blueprint’s category and the browser’s active filters.
  • The object is invisible or untextured: verify its geometry ID and the materials in the source model. A missing compiled texture commonly points to a bad material reference or an unexported texture source.
  • The simulator still loads an older version: close the running editor or scenario, clear the blueprint cache and restart Train Simulator Classic. These cache-clearing steps for Train Simulator Classic cover the relevant maintenance procedure.
  • Rolling stock appears but behaves incorrectly: check wheel radii, pivots, bogie positions, coupling offsets, mass, brake configuration and simulation references. Blueprint values cannot compensate for incorrectly positioned origins or pivots in the source model.

Can Blueprint Editor modify existing DLC?

Blueprint Editor cannot recreate a complete editable project from compiled DLC unless its author supplied the source files. You can reference installed assets as dependencies, but compiled geometry and textures do not become their original modelling files.

The included Serz.exe utility can convert many loose .bin definitions to readable XML for diagnosis or personal adjustments, but that XML is not a replacement for the original source project. Keep modifications separate from default and paid content, which may be restored by file verification or an update, and never redistribute proprietary assets.

How should a finished Blueprint Editor project be packaged?

Distribute the compiled files users need, while retaining the Source directory as your backed-up authoring master unless you deliberately intend to release editable source. Asset packs normally contain the relevant Assets/Provider/Product files; a route also requires its own folder under Content/Routes.

Train Simulator Classic’s Utilities application can package those files as an .rwp. Do not bundle assets from the base simulator or another DLC—list them as dependencies instead. Our explanation of how TSC add-on folders and packages are organised covers the installation side and helps confirm that the finished package has the correct structure.

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