Wherry Lines

Discussion in 'PC Editor Discussion' started by alex#5853, Jul 10, 2025.

  1. alex#5853

    alex#5853 Active Member

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    Hi everyone,
    I’ve started working on the Wherry Lines route (Norwich – Great Yarmouth – Lowestoft). I’m still not fully sure about the time period I’ll be recreating, but I’m leaning towards 2016. Some regulars here might know that I lost my entire map twice in one month and had to start over (the first time I had already laid down all the tracks). But I think I’m finally getting the hang of the editor, getting used to its quirks, and I’ve also sorted out proper backups now.

    I’d like to share a few screenshots from Fisher Row Level Crossing. All assets are my own, except for the foliage — though I’m working on that too. Please keep in mind that this is a very early version, and all the scenery will be updated and improved over time. I’m not completely happy with some of the trees available, and quite a few that I need are still missing. I’ll keep sharing updates in this thread.

    Next up, I’m planning to figure out how to integrate the stations and build Oulton Broad North.
    My goal is to make this a production-ready product of the best possible quality, so please feel free to share your thoughts and point out any mistakes — it really helps a lot.
    Thanks for reading!
    IMG_2025.07.10-15.05.11.jpg
    IMG_2025.07.10-14.53.45.jpg
    IMG_2025.07.10-14.53.45.jpg IMG_2025.07.10-14.49.59.jpg
     

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  2. 85hertz

    85hertz Well-Known Member

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    That looks mega mate! :)
     
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  3. fakenham

    fakenham Well-Known Member

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    Great work, loving the custom assets! I tried making a version of Norwich to Gt Yarmouth for TSW, but found it was too much of a time sink for me (compared to TSC), constantly looking for tutorials, scouring the internet for UE tips etc.
    Looks like you've got the hang of the editor, great that you can import your own assets. If you can make your own foliage, even better, I got bored of the same trees being used. The new ATS route however has used the foliage assets to the best they can be used imo, looks great, even by using the same 3 or 4 trees.
     
  4. alex#5853

    alex#5853 Active Member

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    Hi everyone. I wanted to share the progress of my work. I’ve spent quite a lot of time selecting landscape materials — and I’ll probably spend even more — as well as looking for a solution for displaying the field drainage system. This task is not an easy one for me, so it will take some more effort to get it right. I’m also continuing to relay the tracks towards Norwich and working on close scenery towards Lowestoft. I’ll soon start approaching the first station, and I think that’s going to be interesting.

    I’m also increasingly realising that I need to invest in creating my own tracks and ballast — what’s currently available just doesn’t work for me. I can more or less imagine how to put together my own ballast (there have been some discussions about it on the forum), but when it comes to putting together my own signal views, I have no idea how to approach it at all. If anyone knows, please share.

    And another question: does anyone know if it’s possible to use virtual textures? I see that the checkbox in the project settings is disabled but not locked. It would be really great if that’s possible.

    And here are few screenshots of Prospect Road bridge.

    IMG_2025.07.14-16.53.02.jpg IMG_2025.07.14-17.51.38.jpg IMG_2025.07.14-17.52.01.jpg

    Still, this is work in early progress and many things can change.
     
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  5. ididntdoit

    ididntdoit Well-Known Member

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  6. alex#5853

    alex#5853 Active Member

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    The thing with the foliage is that master materials are hidden in public editor. So even if I make custom tree or two it'll be really hard for me to mach the look of the rest, simply because I don't know what they do in their shader. If I knew the rules, it would be much easier to make custom foliage. But that's me, and I'm not an UE guru. I'm about to hire one so he can take a look at what we can do. He is busy with another project at the moment and will be available later this month. So, we'll see what we can do.
     
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  7. slenderman7676RBLX

    slenderman7676RBLX Active Member

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    Very promising project. If you can get DTG interested too. See if you could ask about using their Class 37 model to make an ETH equipped class 37/4. As during that time the main train was a 37/4 hauling a short string of Mk2s. Plus it would be nice to have another ETH equipped diesel thats not a class 47
     
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  8. DTG Liam

    DTG Liam Staff Member

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    Nice work so far!
    As someone from Norwich I'm excited to see where this one goes :)
     
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  9. londonmidland

    londonmidland Well-Known Member

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    Fantastic work, Alex :)

    I’ve shared your route creation post to the Train Sim World Community Facebook page. I’ve directed any feedback which players may have to this thread :)
     
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  10. cam#7629

    cam#7629 Well-Known Member

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    This is fantastic work sir, I have travelled the wherry lines many times over the years and it would be fantastic to see it as a official product!
     
  11. Cleggsta

    Cleggsta Member

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    This looks absolutely stunning. I really hope DTG get hold of this once finished, and get it released!!! You're clearly putting in some serious work to build this - I hope DTG have a way to reward this work! ❤️✌️
     
  12. podycust

    podycust New Member

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    oh wow! great work so far! would love to see this released!
     
  13. flirt745

    flirt745 Well-Known Member

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    Looks absolutely superb so far. Well done. Keep up the good work. :)
     
  14. TinTin_57

    TinTin_57 Well-Known Member

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    Love this, nice job. This route is one of my favourites in TS Classic so would love to see it in TSW
     
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  15. oakleymoss#1362

    oakleymoss#1362 Well-Known Member

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    Dovetail, PLEASE make this an official DLC!!
     
    Last edited: Jul 16, 2025
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  16. alex#5853

    alex#5853 Active Member

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    Thanks everyone for such a warm reception. But, please, don't overhype. This is just a tiny peace of a route and I'm still in very early stages of development. Working on Oulton Broad North atm. Will get back in a week or two. There is so much to do.
     
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  17. operator#7940

    operator#7940 Well-Known Member

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    Wow that's quite a project!
     
  18. alex#5853

    alex#5853 Active Member

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    Hi everyone. I promised to come back with an update on Oulton Broad North. To be honest, I slightly misjudged the amount of time needed, and unfortunately, not everything depends solely on me. It turned out to be quite difficult to find a skilled architectural artist. Now the problem seems to be solved and work on station building and surroundings continues.

    I haven’t been idle myself. The platform is more or less finished — well, almost — but I’m still undecided on the asphalt color, so I won’t be showing it today. I’ve also been working on the mid- and far- scenery.

    I don’t like showing unfinished work, but I also don’t want to leave you empty-handed. So here’s a small preview. I’ll try to be back next week with something more substantial. IMG_2025.07.26-22.57.56.jpg


    Made a screenshot in photomode and felt like the lamp post and conrete part of the fence have to be redone... Anyway, thank you for your attention
     
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  19. tootyhoot

    tootyhoot Well-Known Member

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    This is the one I’m looking forward to most of all, a great route in TSC especially the improved version. A nice length for a session too.
     
  20. alex#5853

    alex#5853 Active Member

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    Does anyone have an idea how to create custom signals? None of the available signals fit into the route, so I have to create my own. I have no problems with modelling, but signal views look complicated. Need some knowledge on how to assemble them in the editor

    IMG_2025.08.03-15.22.05.jpg
     
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  21. alex#5853

    alex#5853 Active Member

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    IMG_2025.08.03-15.35.19.jpg
     
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  22. londonmidland

    londonmidland Well-Known Member

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    Fantastic looking route, Alex! I'm loving the custom assets and particularly the custom 'new build' looking houses. I've shared your progress to the Train Sim Community Facebook group :)
     
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  23. fakenham

    fakenham Well-Known Member

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    Agreed, transforms routes from having that generic feel to something very immersive (new foliage assets would help massively as well).
    Keep at it op, you obviously have a knack to route building!
     
  24. maccagee#4924

    maccagee#4924 Well-Known Member

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    Looking nice!
     
  25. ididntdoit

    ididntdoit Well-Known Member

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    Can't wait to get my hands on this one. Nice work.
     
  26. alex#5853

    alex#5853 Active Member

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    Thanks everyone for the kind words. The buildings are mostly the work of the 3D artist — I just stood over his shoulder saying “doesn’t look right” until it finally did. I passed along your warm welcome to him. Hopefully by the end of the week I’ll be able to share the Junction Box and a couple more buildings around the station that will conclude visible immediate surroundings of the platform. And only the station itself will remain undone. I didn’t want to move on to the station until we got some practice with the other buildings first.
     
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  27. DTG Jamie

    DTG Jamie Community Manager Staff Member

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    Awesome, looking fantastic so far, travelled on this route many a time, local route to me and great to see some of Great Eastern Network in TSW :) Keep up the good work, and look forward to seeing your progress
     
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  28. alex#5853

    alex#5853 Active Member

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    IMG_2025.08.10-14.31.11.jpg IMG_2025.08.10-14.27.38.jpg IMG_2025.08.10-14.24.08.jpg


    Roads, pavements and level crossing defenitely need more attention and decals:) But I like the junction box and Hayden House and wanted to share them. Hope you liek them too.

    Also, I’ve heard through the grapevine some things about this route that make me think it’s worth checking in with DTG sooner rather than later. Does anyone know the best way to get in touch with them? I sent them an email about a month ago and followed up two weeks later, but haven’t had a reply. Maybe it got into spam.
     
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  29. maccagee#4924

    maccagee#4924 Well-Known Member

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    Tag some of the admins in a post and see if they respond here (or send you a DM).
     
  30. Agent Qracle RUS

    Agent Qracle RUS Well-Known Member

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    А почему ты решил именно британский маршрут делать? Судя по всему, ты русскоязычный разраб

    Impressive, good luck in further development)
     
  31. alex#5853

    alex#5853 Active Member

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    Много почему. В основном просто потому что мне нравится местный вайб, а плюсом я не проживаю в России и добраться до UK мне даже проще, если нужно будет съездить за рефами. Но над российским маршрутом я тоже подумываю. Посмотрим как оно вообще пойдет.

    Thank you! Much appreciated.
     
  32. trainsimplayer

    trainsimplayer Well-Known Member

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    If you'd said that first picture was real I'd have believed you. This is looking amazing!
     
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  33. pwilson79

    pwilson79 Well-Known Member

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    If you still need help with signals, cActUsjUiCe made a very useful tutorial where he explains in great detail how they are set up here:

    I still haven't got mine fully set up, and It has been a while since I was last working on them, but my current understanding is that the signals' blueprints check if they are part of assigned route, and then poll the next signals to determine what aspect to display, and are not otherwise effected by the game itself. In the blueprint, you can check the status of the next switch, for when you want to display diverging indications. timers in the blueprints can be used for timed sections, or that sort of thing. the lamps are "lit" or "turned off" by changing values in the material instances you use in the lamps, again, via the blueprint. I'd show you my blueprint setup for a lamp, but I currently have mine "turning on" over and over for debugging. You should have seen it in "disco" mode!

    Seriously though, that's some beautiful work. Best of luck!
     
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  34. alex#5853

    alex#5853 Active Member

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    The video must be super useful, thank you for sharing. I think I’ll have a lot to digest soon.
     
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  35. cam#7629

    cam#7629 Well-Known Member

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    Dtg Jamie has been here, he might of sent word.
     
  36. spikeyorks

    spikeyorks Well-Known Member

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    Very, very impressive work. Well done :cool:

    I used to work next door to the signal box at Lowestoft in the late eighties. It was surprising how busy the line was with freight in those days. Plus, of course, the through trains to London usually hauled by a CL31 or a CL37. Happy Days.
     
  37. alex#5853

    alex#5853 Active Member

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    Thanks! I'll try it this way.

    DTG Jamie
    I hope you don’t mind me tagging you here. I’m trying to reach DTG regarding third-party development and would appreciate any advice or the right contact info if possible.
     
  38. Es4t

    Es4t Well-Known Member

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    Not sure if this address still works but maybe worth a try…
    3rd Party team at the email address: partners@dovetailgames.com
     
  39. alex#5853

    alex#5853 Active Member

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    Hi everyone, it’s been a while since I posted any updates. I took a week off during which I didn’t work in the editor at all, so this post got a bit delayed. However, the last week was reasonably prodactive and I learned a lot of new things.

    Mainly I've been exploring what is available in the editor and working on surroundings. Familiarized myself with the concept of block blueprints, created couple of them myself. IMG_2025.08.27-07.41.30.jpg
    IMG_2025.08.27-07.42.20.jpg

    Then I explored how can I use GenericMaterials and found that they can be quite useful. From exporting/importing available mesh and then applying whatever material I want, to creating custom mesh that uses ingame materials. That's how I came up with these houses. Custom mesh and almost endless variety with Generic materials on the roofs and walls IMG_2025.08.27-07.45.23.jpg IMG_2025.08.27-07.48.27.jpg

    Learned how to use traffic splines and level crossing.
    I wasn't sure how detailed the scenery should be width wise, and I think I did too much. But I learned the tool in the process so it isn't bad IMG_2025.08.27-07.45.48.jpg
     
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  40. alex#5853

    alex#5853 Active Member

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    IMG_2025.08.27-07.48.10.jpg

    Of course, the station
    IMG_2025.08.27-07.56.56.jpg IMG_2025.08.27-08.00.03.jpg IMG_2025.08.27-08.03.27.jpg IMG_2025.08.27-07.55.13.jpg

    It's not 100% finished. Requires some work with normal maps, but already looks quite nice
     
    Last edited: Aug 27, 2025 at 5:57 AM
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  41. alex#5853

    alex#5853 Active Member

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    IMG_2025.08.27-08.25.20.jpg
    this guy also deserve some praise I think. My personal favorite)
     
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  42. alex#5853

    alex#5853 Active Member

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    Now, to some news that’s not so easy for me to share. This will probably be my last post, as I’ve decided to stop work on the route.

    It looks like the Wherry Lines are already being developed officially by others (which is fantastic news for all of you!). With that in mind, I don’t see much sense in investing time and money into something that will never be released.

    Over the past two months, I’ve reached out to DTG several times but haven’t received a reply. I completely understand they have many priorities and a lot on their plate, but without some kind of collaboration, there’s not much I can do. I was ready to take on another route—I even have ideas I’d love to bring to life. I can support a small team and am happy to put in the hours myself, but this has to be a two-way effort.

    I’m not upset, and I don’t want this to sound negative—any answer would have been better than silence, but I truly appreciate everything DTG does for the game and community.

    I don’t want to end on a sad note, so here are a few more night shots for you. I’m confident that sooner or later you’ll see the Wherry Lines in the game—and they’ll look absolutely stunning. Thank you all for your support! IMG_2025.08.27-08.05.14.jpg IMG_2025.08.27-08.04.47.jpg IMG_2025.08.27-08.05.57.jpg
     
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  43. 85hertz

    85hertz Well-Known Member

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    That's a massive shame mate, I wish you the best in your future endeavours.
     
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  44. Tank621

    Tank621 Well-Known Member

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    Sad to hear it, your work has looked absolutely stunning, so far!
     
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  45. pwilson79

    pwilson79 Well-Known Member

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    Sorry this one didn't work out, it was really looking terrific! I know we'll all be happy to see you apply all the skills and knowledge you've developed on whichever route you choose to try next!
     
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  46. SonicScott91

    SonicScott91 Well-Known Member

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    That’s a shame, hopefully it’s just an unfortunate coincidence rather than someone stealing your route idea from this forum.

    I echo PWilson, I hope this doesn’t put you off a potential future project as you clearly have a talent for route building :)
     
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  47. fakenham

    fakenham Well-Known Member

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    Well that's big news really, I wonder who? Ats maybe?
    Hopefully you continue route building, your attention to detail is up there with the best.
     
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  48. ididntdoit

    ididntdoit Well-Known Member

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    That's a shame, some really good looking screen shots. Is it something you know or just a guess? You could always continue your project in a different era.
     
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  49. alex#5853

    alex#5853 Active Member

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    It's more than just a guess. It's unofficial, but regardless, when someone writes something like that to you, whether you want to or not, you start thinking about whether it's worth continuing. And I don't think I was deliberately misled. So, for me it's true until proven otherwise.
     
  50. alex#5853

    alex#5853 Active Member

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    Thank you! I do like route building process and I'd be glad to create something.
     

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