Tsw 4 Editor - Important Dev Questions

Discussion in 'PC Editor Discussion' started by dxltagxmma, Aug 23, 2023.

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  1. Yes

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  2. Kinda

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  3. No

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  4. Maybe/I don't know

    18.1%
  5. Completely different expectations/do not care

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  1. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    Well, the things I'm mostly interested in are things like ATB (as I have written a guide on in my tags below), which I believe you're familiar with as I remember you mentioning it once. And the Japanese ATC. Though neither one is particularly complicated.
    Just a restriction on your speed based on signals and trackspeed, slows you down when exceeding it, not that different from some of the safety systems already present and feels like a little bit of a mix between LZB and Harlem Line/LIRR's safety systems.
    Older generations of ATB use beacons though in order for the train to know track speed, the way I understand it.

    Simple enough, if you have the right tools.
     
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  2. KrisKol

    KrisKol Active Member

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    So me creating Australian Adelaide 3000/3100 series DMU's Which use AWS And TPWS, will be fine?
    Great. because I have the models for lots of Australian, NZ, And Ukrainian Content as well.

    The only obstacle to me creating the routes for these places, was that the DEM for those places is high RES, And was sadly not Importable into TS Classic, So I shelved these routes for ages because of the DEM issuse. Looks like this wont be an issue anymore. :D

    And setting up new signal systems? (like Melbourne, NZ or Ukrainian etc) is just a matter of fiddling around in the Blueprint editor in UE and setting them up?

    I have been creating games and other stuff in Unreal for ages. So I am very familiar with it.
     
    Last edited: Aug 23, 2023
  3. KrisKol

    KrisKol Active Member

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    Beautiful!! VERY glad to hear that. (sigh of relief here) I have been using Unreal and Unity for ages. So those game engines are very familiar territory to me. :D
     
    Last edited: Aug 23, 2023
  4. eilidhmax

    eilidhmax New Member

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    I can't say how disappointed I am that we've been waiting for this for years and it's only compatible with the newest TSW release.
     
  5. Maik Goltz

    Maik Goltz Well-Known Member

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    Then you are probably in a quite good position to do all what you want. Australien route sounds interesting if its not the 5000km straight thing :)

    The biggest problem for most entry level users would be to learn how UE4 works in the first place before they can crate any content for TSW.
     
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  6. simpman

    simpman Guest

    I think it would be nice if Dovetail could release some base asset packs like they did for Train Simulator Classic. That way creators could make routes using these assets and Dovetail could make a little money on the sale of the asset packs to both creators & users of their routes.

    Could this also be a good way to trim down route sizes? Putting commonly used assets into a library and having routes link to them?
     
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  7. OldVern

    OldVern Well-Known Member

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    Just as a ballpark thing, Matt, in the various routes how many of the stations are made up from separate components rather than one massive 3D model? This was one of the niggling issues building in TSC and referencing from other DLC routes, items such as stations or even some bridges were made as one big object rendering them pretty useless elsewhere. My 3D modelling skills are still back at TSM level and my 3D Crafter is still called 3D Canvas, where I pretty much forgot more than I taught myself. As for Blender, haven’t really touched it…

    Still if there is a freeware UE4 asset library, that might be a useful resource for non railway items.
     
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  8. OldVern

    OldVern Well-Known Member

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    That ties in nicely with my post below yours.

    The AP (as in all purpose) station and building pack came in very handy.
     
  9. DTG Matt

    DTG Matt Executive Producer Staff Member

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    We custom build all our stations, and then dress them with assets. It's significantly more efficient.

    You can extract the track and terrain from UE4 and export them to Blender, build the station in blender and then import the model back - so much more efficient on resources than splines and has a much better end result.

    Asset packs are indeed something that we've been talking about as well.

    Matt
     
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  10. OldVern

    OldVern Well-Known Member

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    Thanks Matt. I have become spoiled by the plethora of assets on the N3V DLS, but I am eagerly looking forward to giving the TSW4 editor a shot - even if it's just a Peco/Kalmbach plan or the Coate Water Miniature Railway made life-size! Though if it works out okay then I would love to remake some of my old MSTS and TSC projects.
     
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  11. DTG Matt

    DTG Matt Executive Producer Staff Member

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    If I get some time at some point, my plan is to make my little shunting puzzle island :) Sit and shunt for hours! :)
     
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  12. fakenham

    fakenham Well-Known Member

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    I've a feeling that we're going to need a new UE forum on here - somewhere to post questions/help/tutorials etc.
     
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  13. eldomtom2

    eldomtom2 Well-Known Member

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    How much in the way of existing assets in uncompiled form to use as an example will there be? Stuff like the Training Center rolling stock would make sense to include as examples.
     
  14. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Still to figure out - but an asset pack of source assets from training center including track, ohle, buildings, foliage and the trains is something to discuss for sure. As I said we're looking at asset packs - part of the discussoin there is how to actually distribute them, even, so there's stuff to do - but keen to do it.

    Matt.
     
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  15. aaronthomas1a

    aaronthomas1a Active Member

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    Can we extend routes with editor like in Train Sim Classic Like extend Great Western Express to Oxford Bakerloo line to Watford
     
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  16. dxltagxmma

    dxltagxmma Well-Known Member

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    Now in that case of being unable to modify the base and the base components and without coding support - why releasing the TSW UE editor with unnecessary overhead, complexity and possible limitations instead of a in-game editor, or in-game editors for certain parts of the game, such as formations/timetable/scenario creation? I mean of course it would be a ton more work for a in-game 3D editor for assets and models and so on, where the UE editor is more suitable and capable for that kind of work - but why not just making a editor or editor-like features for things that do not require a 3D editor or any work requiring creation capabilities like 3d modelling or game dev knowledge.
     
  17. solicitr

    solicitr Well-Known Member

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    At least with regard to rolling stock, licensing. Same reason you can't open DTG liveries in livery designer.

    It seems a consist editor is in the works, and a scenario editor has been here for a while (now to be upgraded to 2.0). I suppose a full timetable editor could be piggybacked off of that.
     
  18. eldomtom2

    eldomtom2 Well-Known Member

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    So one key question for the sake of clarity - will we be able to create scenarios and timetables on DTG routes with DTG stock?
     
  19. josh_the_tech

    josh_the_tech Active Member

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    Hi Matt, just to get clarification on this, are you saying the content produced in the editor won't work in TSW3 (which makes sense) or that TSW3 content will not be able to be loaded?

    E.g. Can we make a scenario for Great Western Express with the editor to be played in TSW4?
     
  20. DTG Matt

    DTG Matt Executive Producer Staff Member

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    you wont get a full timetable editor built into the game - it's way too complicated to make them and then you need *hours* of CPU processing time to do the simulations etc to make them work.

    If you want to make timetables, use the editor. If you're on console, unfortunately you'll just have to wait i'm afraid.

    Yes. Absolutely. Thats what I was doing in the video for the editor on the announce stream, making a quick scenario for the 101 on Peak.

    Matt.
     
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  21. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Let's separate "content released prior to TSW4 but running in TSW4" from "the TSW3 version of GWE" for example.

    If you have TSW3 and no TSW4, you cannot use the editor. It won't load your package files and won't be able to do anything.

    If you have TSW4, and any of the content library, it will work. It needs the TSW4 versions of the packages, regardless of it's sand patch grade, gwe, rapid transit or anything else - if it's the TSW4 version of it, it's all good.

    I have no idea if output will work on TSW3 or if modders could make it work on TSW3 - modders can do anything so who knows. It will not be an officially supported output however, the editor will only natively output to TSW4.

    Hope that clarifies it.

    Matt.
     
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  22. Cygnific

    Cygnific Well-Known Member

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    If you start with the editor I suggest to try to do something like The Holiday Express TSW route. It's a fun and small layout to learn while building. In fact, if DTG just made the route available without all the extra assets, it might be a good example project file.

    Or, maybe even better. The Test Bahn project.
     
    Last edited: Aug 23, 2023
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  23. MaxBenchip

    MaxBenchip Well-Known Member

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    Test Bahn ?
     
  24. MaxBenchip

    MaxBenchip Well-Known Member

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    So Can I create like a "V150" with my TGV Duplex with 2 power cars and 3 coaches ?
     
  25. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I have no idea how that will work, it might be fine. But just as in reality - the coaches are unique modelled if they are different, depending on where bogies are, where corridor connections are, where seating is and how electrics etc are wired up. This means that taking a formation like the TGV might not be as simple as just taking some coaches out.

    OR it might work fine.

    Play and find out ;)
     
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  26. Cygnific

    Cygnific Well-Known Member

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    Sorry, the test track in TSW 3.
     
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  27. BRD

    BRD Well-Known Member

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    What I keep reading here really gets my hopes back for TSW and the future of the game with more community-made content. These are excellent news. :) Kudos to Matt for being on the forums late night answering questions here!
     
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  28. class71

    class71 Member

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    All I want to know is can I with the editor put a cross over or a few sidings into a DTG made TSW4 route
     
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  29. ffabio89

    ffabio89 Well-Known Member

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    Hope to have just something to study on, just to know ho to set anything in the editor for who like building a route.
    Think another problem is how to set all the "virtual" stuff like passenger way, signals and others things, not only have resources to use
     
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  30. OldVern

    OldVern Well-Known Member

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    Just to throw something in the pot here…
    One thing the DRS editor does very well is a core set of assets which can quickly be used to produce a station - platforms, walls, furniture even signs with the station name rendered on it and all aligned correctly (Matt will know from our conversations re TSC how frustrating not having nameable signboards was and still is today). If you set up a road network you can then select an area round it and have houses or other buildings including nice neat gardens auto populate the area leaving gaps as necessary and nicely aligned. Ditto trees etc. Hopefully some of this already possible in the editor but the quick station building would be a useful adjunct to have. Yes it probably means things are a bit identikit but buys time for the route builder to go back in later with more customised objects.

    As things stand I think it is going to be easier to make a freight only route than a complex passenger system, but we will see when the editor goes live.
     
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  31. fakenham

    fakenham Well-Known Member

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    Pretty sure not possible (due to a weird way how things are in UE), but some clever folk may be able to make it happen in the future.
     
  32. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Unreal's blueprinting system already makes things like nameable signboards trivial. If you take any asset and then add a text component as a child to it, you can then place the resulting thing as a final object and set its name via a property panel that you set up.

    If you want to define a new type of spline tool which places lamp posts every x fence posts and a sign board occasionally, you can do that too, that's all perfectly possible in the unreal editor. It's not easy, but with some limited blueprint scripting there's tons of scope here.

    All of our signals and signalboxes are constructed this way - we have individual models for ladders, posts, bases, heads etc and then the signal engineer just assembles the bits together in a blueprint and then sets up the configuration of it all, no need for an artist per signal, no need for custom programming per wierd signal type.

    Matt.
     
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  33. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Unfortunately that requires modifying our track database, and the track tiles in the game - which will be cooked assets that are, as far as I'm aware, not editable.

    Matt.
     
  34. solicitr

    solicitr Well-Known Member

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    Are rolling stock skins also cooked? Or can they be edited/plundered for design assets?
     
  35. dxltagxmma

    dxltagxmma Well-Known Member

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    I'm aware that a fully-featured and advanced timetable editor in-game won't be possible, but I thought of a simplified and not-fully featured but sandboxy-enough timetable editor. Just like the scenario designer (2.0) but for timetables. Though indeed that might be too complex and time-consuming as a in-game feature. What do you mean though by CPU processing time to do simulations and co.? Do you mean processing the data to be able to visualize it in-game? Because it doesn't really make sense for me for pre-computing simulation data like timetables as the simulation should happen at real-time in-game? Through AI and algorithms? Or do I misunderstand something or miss something?

    But yeah, a advanced timetable editor in-game would probably be very resource intensive and require at minimum more than 16 GB of RAM and a newer 8 or more core CPU which will probably be out of range for most players of TSW, I doubt that most of the players have 32 GB RAM, a Ryzen 7 5700X or better CPU, but I might be wrong.
     
  36. dxltagxmma

    dxltagxmma Well-Known Member

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    As far as I know, and from the Unreal Engine 4 Editor docs, it's possible to open most of the cooked assets in the editor, but it varies for each cooked asset independently and for each case it might have some problems, especially with Niagara and Blueprints. But in TSW's case it's not possible because if one cooked BP asset makes problems or can't be opened at all, then everything depending on it also won't work so that's completely understandable.
     
  37. class71

    class71 Member

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    Many thanks for the Info,my future is clear.
     
  38. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Making a timetable is a two stage process.

    The first stage is defining what trains are there and where they're going, more of a traditional "super scenario" really, but remember that a timetable has to cater for every minute of a trains existence in the day - you can't just think of the timetable you see on the platform at a station as that's only giving you a part of the story, there's no depot moves or other storage or empty coach moves on any of that.

    I guess it could be possible to make an editor for this but it'd be pretty complex and end up looking mostly like what we've got now in the full editor really. Hate to use it on a console, yikes.

    Still... the second part is the simulation of the timetable. This serves two purposes, validation and data setup. The way it runs is by accelerated execution of the timetable at higher speed, it runs the entire timetable from start to finish and you can see where all the trains end up, if it was successful, if any got stuck, if any got held up at lights and so forth. We currently just diagnose that by reading through 30 megabyte log text file but that could be presented more nicely in a UI i guess though some of it requires wider interpretation of what's going on rather than simply looking for a single line in the log. If the log says it all ran ok and there were no unexpected holdups (hey sometimes trains get held at a red for real, and thats fine) then all the data from that simulation is used to then allow it to resume at any point in the day, putting all the trains in the right places doing the right things at any given minute in the day. You can't just guesstimate this stuff, trains are big and they get in the way of each other in non trivial ways, so you need the output of the simulation to know exactly where things were.

    A timetable simulation for most timetables, on a high spec pc, is about an hour of staring at the screen. Some of our bigger timetables like London Brighton and Southeastern are more like 4-5 hours because of how much traffic there is on them.

    I'm going to see how people get on with timetable creation in the PC editor, and then we'll see whether there's realistically a need to bring something simpler out within the game - my feeling is there isn't, it would not do what you want it to do if we did, and the number of people who would actually have the skill (and *patience*) to actually achieve something would be very, very low.

    Matt.
     
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  39. OldVern

    OldVern Well-Known Member

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    I presume in addition to the timetable, for those trains which don't go off stage through a portal there is also a requirement for diagramming, i.e. each resource has to have a next working to form. For multiple units not too difficult but with loco hauled, where you need to apply "in and out" working, this could get as complicated as the real thing. You will need diagrams/circuits for each set of coaches (or wagons for that matter) as well as the individual loco's. If the incoming engine is not running around, then the fresh engine presumably needs a notional time to arrive but a trigger that holds it back if the incoming train is late. Likewise the incoming loco will not be available until the next working has departed so cannot be allocated to an earlier train.

    Of course on the real railway you had the "plan" then what the Control did on the day. I remember from my dim and distant days doing traction control that you didn't always keep locos "left to right" i.e. on the same diagram but moved things around as circumstances (failures, late running, maintenance requirements) dictated.
     
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  40. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Building a timetable in the game is much the same as building a timetable in reality (and thats been validated by people who build timetables in reality fwiw, they were surprised how similar we'd got to what they do).

    If you're managing loco hauled stock, then you need to manage every aspect of it, runarounds, loco changes, fueling, storage in sidings, etc.

    If things just go in and out of portals all is easy of course. But then it's also quite tedious to play :)

    A timetable manages the entire lifecycle of every rail vehicle in that world throughout the day. Nothing will magically go from point a to point b unless its via a portal :)

    Matt.
     
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  41. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    What about the actual intellectual ownership of anything created with DTG's UE tools?
    Creating a model from scratch in UE and its required modeling and texturing tools is one thing, requires substantial learning and experience, not to mention 3D modeling tools aren't exactly free, since you need 'libraries' unless you want to create every nut and bolt yourself.
    Creating a route out of somebody else's assets is another matter, creating a path or schedule, does that even means you have 'copyright'?

    Are they entitled to 'appropriate' anything you create under the EULA "you've used our tools (we paid for and provide to you for free) and our assets to build this route of yours, so everything you create is ours also, since it needs to be distributed through our proprietary and protected store front"?
     
    Last edited: Aug 24, 2023
  42. OldVern

    OldVern Well-Known Member

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    As I thought, Matt!

    Be like coming out of retirement having done this both from the train planning side then in the Control, where we also had to do VSTP schedules - like my infamous St Phillips Marsh to Haymarket 158 move with 30 minutes notice. Arrived for Saturday Day turn, found the night turn had left the request on the fax machine! I think it got validated as far as York, after which I just shoved in some block timings...
     
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  43. 3d models for freeware routes will become much sought after.

    I can see a few warehouses (online digital) being set up for this.
     
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  44. Even if you make or buy the 3d models, if you use the editor you will be subject to terms and conditions as Matt already stated.

    If you want to sell your DLC route you will need to enter into a contract with DTG.

    Basically Train Sim World belongs to DTG and if you can understand that then you are half way there.
     
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  45. Matt will there be any documentation provided?

    And some tutorials and how to documents?

    Basically how to import objects.

    Basic guide on building a route?
     
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  46. DTG Matt

    DTG Matt Executive Producer Staff Member

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    At some point yes, not at launch, it takes time to do - but definitely those are the kinds of thigns w want to cover.

    Matt.
     
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  47. OldVern

    OldVern Well-Known Member

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    As others have suggested, initially perhaps a content creators section could be placed on the forum for mutual assistance and tips etc. Bound to be some YT clips arriving soon after the tools hit. Unlike when MSTS hit and we all scratched our heads at how Kuju intended us to use the tools, there are a lot more route builders out there of varying skill levels and hopefully we can cooperate to get the best out of these tools.
     
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  48. dunworkin2

    dunworkin2 New Member

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    I believe that you can link your Epic games account to your Playstation network account, so as to allow TSW3 content to be shared between the versions of a game. Will this be possible with TSW4 editor output on Epic and PS5? If so, it could be a workaround for some console players without a bespoke editor function in their version.
     
  49. Mr JMB

    Mr JMB Well-Known Member

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    I haven't heard this before, anyone else know if Epic speaks to PSN?
     
  50. KMAN

    KMAN Well-Known Member

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    As far as I understand it you would need to create a PS4/5 compatible output. The Editor only outputs to PC I think Xbox and PS4/5 require special options and possible Dev kits. Sure DTG will cover this as it will be asked often.
     
    Last edited: Aug 25, 2023
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