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How it's all put together.
Details.ace,
load.ace, routename.ace.
Pictures that load in various
screens for the route.
The .dat files give access to interactive and other special non-static objects, adding entries for these to the ref file disables most of them. Copying the shapes and textures for Japanese signals into your route won't work unless the proper sigscr.dat and sigcfg.dat files are in the root.
carspawn.dat.
All the different cars that
will appear moving out of a carspawn. Adding entries for different cars
to this file cures the "nothing but red cars moving" syndrome, but the
matching shape and texture files must also be in the route.
forests.dat.
All the forest regions available
in the route. Again, the matching shapes and textures for each tree type
must be in the route.
sigcfg.dat,
sigscr.dat.
Data for the signal types.
Speedpost.dat.
Speedposts, obviously.
ssource.dat.
Access to the static sound
regions in the \sound folder.
telepole.dat.
For telephone poles, which
I've had some problems with. Theoretically you place a telephone pole at
one end, another at the other end, and the ones between are filled in along
with the connecting wires. Makes it hard to delete them once placed.
tsection.dat.
Contains the info for all
the dynamic track in the route. The tsection.dat file in the \global folder
has all the "snap track" sections in it.
ttype.dat.
All the track sounds.
routename.mkr,
routename.ref.
Used only for the route
editor, the ref file accesses static objects, the mkr is the markers.
routename.rdb.
Similar to the track database,
this is the road database.
routename.rit.
Carspawners and level crossings.
routename.tdb.
The track database. This
tells the sim where the trains can drive.
routename.tit.
Like the rit, except for
track instead of roads. Platform and siding markers, signals, speedposts,
hazards, track sound regions, level crossing trips.
routename.trk.
All the filename info that
makes that route unique from other routes. Contains the references to the
environment (skies) and the properties like speed limits, electrified/wire
height, etc. This is the file that has to be hacked to "clone" a route,
since the activity editor, for example, doesn't pay any attention to the
route folder name, and saves the activity into the first folder it finds
with the .trk file matching the activity.
If you're looking for absolute perfection, look no further than the Timesaver route when it becomes available. Ron (StationMaster) only had a 1 tile route there, but by writing a batch file that copied all the root files that were not unique to that route, he got the zip size down to 60 kilobytes, a new record for add on routes. He also put a lot of time and effort into copying individual files, and the final install size of the route is only 22 megabytes, also a new record for a fully scenicked route. (Mike's Cliffhanger had a bigger zip, but we didn't know about the e.raw and n.raw back then, and Cliffhanger has no scenery, so the final install size was smaller.)
Personally, I'd go nutzoid trying to do like Ron did on a bigger route, but there are a lot of things you can eliminate to reduce the size of the zip, and by doing individual or single region copying on \Sound and \Terrtex files, you can save the end user 150 megs or so of unnecessary installation space on each route, with very little effort.
I'm a lazy SOB, so rather than trying to sort them out, I still include all the files in the root of the route folder. That isn't a big deal, it's usually only 1 meg or so, and zips down a lot smaller. Even the O&WV with it's monster 3 megabyte track database, with an overall root file size of nearly 5 megabytes, that 5 megs zips down to 550 kilobytes, since all the root files except the ace files compress very well.
So the quick and easy way to package a route is to leave all the root files in place, do a tools, find in explorer for *.bk *e.raw *n.raw *.thm , select all delete all. The delete \Envfiles \Shapes \Sound \Terrtex and \Textures folders. Zip up what's left and test the extraction and installation before uploading. Here's a zip with some tools and batch files to make it easier:
Route Developer's Package Tools and Batch Files 78.4k (tr_dev_pkg.zip)