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

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  5. Completely different expectations/do not care

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  1. banitsa2

    banitsa2 New Member

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    That's great!thanks for the info!
     
  2. 2martens

    2martens Well-Known Member

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    Houdini is an external software tool but can probably exchange data with the editor. It's not part of the UE4 editor. However, a free version is available for non-commercial projects that saves to disk and exports with a word mark.
     
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  3. OldVern

    OldVern Well-Known Member

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    That’s a good point thinking of stations on the route too. If we use PIS assets from another route, will these read the timetable we set up automatically or will some scripting be necessary?
     
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  4. porawit

    porawit Member

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    Can I rebuild the train? I have a desire to build a Siemens Charger into TSW4.
     
  5. fakenham

    fakenham Well-Known Member

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    Well I've managed to knock up a few decent enough looking UK speed signs with an improved font using UE's modelling tools (how long have I been waiting for decent UK speed signs?!). Hopefully we can import them into DTGs editor. They won't be track linked as yet as I have no idea how it works until we get the editor, but at least we can bury DTG's current signs under the terrain (if needed for HUD speed indications) and put these in place until we get a working solution, for all newly community created routes anyway.
    A little bit of thread drift, apologies, maybe we need a new forum for all UE related stuff....

    speed.png
     
    Last edited: Sep 3, 2023
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  6. KrisKol

    KrisKol Active Member

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    Nice work.
    In about over 3 weeks, you should be able to blueprint those signs, and then they will work. No need to bury anything of DTG's.

    I remember that we had a nightmare with old MSTS. We had buried a signal under the terrain, and we forgot about it. Then we remembered that we had buried it, and went into wireframe mode, but it was a nightmare to get it even clicked on with the mouse, so it could be deleted! I dont think that will be the case here.
     
  7. OldVern

    OldVern Well-Known Member

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    MSTS RE was a nightmare full stop! Those dreaded blue poles accompanied by the “End on end vector” message.
     
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  8. KrisKol

    KrisKol Active Member

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    And that too.
    With the "blue Poles" I remember trying to lay out a route in MSTS years ago, There was one of the dreaded blue poles, but my mate, he kept on laying and laying track, Even after I had noticed it.

    he would not listen to me, I told him to stop laying track, remove the track and go back to the blue pole and fix it.
    Then The crummy editor crashed.
    The route did not survive. I remember this very well.
     
    Last edited: Sep 2, 2023
  9. 59321747

    59321747 Well-Known Member

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    As for specific details, "Sim World 4" will be available to everyone at the end of September. I always have a question, why is the track so straight? Aren't there convex and concave parts? Is the development tool a two-dimensional space-time? Haven't upgraded to 3D time and space yet? From a distance, the runway should have parts of high and low terrain, so it's a bit strange to see a straight runway.
     
  10. cActUsjUiCe

    cActUsjUiCe Developer

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    You dont have to bury anything underground to get HUD speed limits to show up. Just modify the track properties and you are good to go. If you hide a signal underground, you can simply fly underground to select it. It's very easy.
     
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  11. raptorengineer

    raptorengineer Active Member

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    question can i make tunnel assets with lights built in to it or do i have to place the light element on tunnel wall cause the spine system doesn't support it?
     
  12. OldVern

    OldVern Well-Known Member

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    Quick question for Matt or anyone else in the know...

    How easy is to to work under the terrain? I'm thinking particularly of long, deep tunnels (like the one on the Joetsu Border Line in Japan), which are a right PITA in TSC due to there being no wire frame mode, or in Trainz which does have WF, but won't let you go under the terrain.
     
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  13. Tomas9970

    Tomas9970 Well-Known Member

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    I have some questions important for Czech signaling. Not that I would want to script it myself but it will surely be relevant.

    Is it possible to make a speed limit increase that takes affect as soon as the front of the loco passes the sign? Stuff like this is used on local lines to reduce speed over unprotected level crossings.

    Is it possible to make a signal apply immediate speed restriction (with some extra lights) every time it goes yellow? This is important for "insufficient braking distance" signaling, mainly used for approaching platforms that are split in half.

    Can we make derailers that will flip up and down automatically based on rotation of a nearby switch? Not that we could ever run through a red light in TSW but having prototypical protection of the main tracks would add that extra touch.
     
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  14. eldomtom2

    eldomtom2 Well-Known Member

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    The Bakerloo line has this, so I assume it should be possible.
     
  15. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I believe Niddertal has animated derailers, but if not, i can't think of any reason you wouldn't be able to do that tbh.

    Working under terrain - not a clue i'm afraid but you can control the visualisation mode in unreal quite well including wireframe mode I believe amongst others so maybe something there to fit your working style.

    PIS - So you won't be able to add new off-route destinations because those are stored in a route-based "Station Directory" that I dare say you wont be able to edit. However, they normally get a massive spread of stuff added anyway these days. When you add services you can fill in the PIS block for each service and that is what will populate the PIS on the stations. If you're making your own route then of course you can do anything, even make up fictional destinations like "Medway Explorer" and thus have those show up on PIS.

    Matt.
     
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  16. julianarestrepo

    julianarestrepo Member

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    where would third party routes and trains be hosted? there is no steam workshop support and patreon would probably be not allowed since paid mods is a legal gray area. nexus mods perhaps?
     
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  17. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Up to you where you host as long as its free.

    Paid mods are not a legal gray area, they are specifically forbidden, we need to pay a royalty to Epic for all moneys raised in sale of ANY content including UGC. That's not something we can comply with if people are out there doing things their own way, so the EULA for the editor specifically forbids commercial distribution outside of our third party programme.

    In terms of the actual gray area stuff, like a patreon "but they are paying to participate in the development process" - i'm not touching that with a barge pole, i'm no legal expert, those kinda questions need to be gathered together and looked at by people who actually know.

    At some point we're aiming to integrate to Creators Club potentially but there are myriad of big problems to solve before we can actually deliver on that, and some may not be solveable.

    Matt.
     
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  18. raptorengineer

    raptorengineer Active Member

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    will there be video on how to make workable signal assets or is that complex.
     
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  19. pessitheghost

    pessitheghost Well-Known Member

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    I have a question about OLE, is it classed as a spline or a scenery object?
     
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  20. cActUsjUiCe

    cActUsjUiCe Developer

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    It's complex but I can go through the basics
     
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  21. raptorengineer

    raptorengineer Active Member

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    ah ok, i made some signal assets using blender but had very hard time figuring out red yellow and green lens to work in tsc. but alot of people use 3d studio max to make signals i think. i would like to try for pc editor of tsw4 once released.
     
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  22. OldVern

    OldVern Well-Known Member

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    I have a funny feeling hosting could be where this might fall down. Obviously sites like Trainsim dot com are still up and running, but we could be looking at files of several Gb for a reasonable length route. Far in excess of what sites like that are geared up to handle and probably impossible to download on non premium membership speeds.

    Disc distribution not an option as you would be looking at Blu-ray for files that size, not many people have a BD burner. Then you are in to the fact that would incur a cost which is against the EULA, not to mention possibly running foul of VAT and income tax regulations as happened to me with my MSTS route distribution (sure Matt remembers that well as UKTS kindly stepped in to take over).
     
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  23. vitmax

    vitmax Active Member

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    Is it really such a big problem? Many games have very big mods now: I just specifically checked Nexusmods and biggest file for Skyrim SE there is 17+ Gb. Free accounts there have speed capped at 3MB/s, which means that this gigantic mod can be downloaded in just 1.5 hours.
    And then there are torrents, which don't require any external hosting, or cloud storage (most providers give at least several GB for free), or stuff like MEGA and so on.
    Official TSW routes are 2-11Gb, which is small enough to be distributed through these channels. I really doubt user-made routes will be any bigger.
     
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  24. eldomtom2

    eldomtom2 Well-Known Member

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    Established game modding sites like Nexus are more than capable of handling such large files.
     
  25. OldVern

    OldVern Well-Known Member

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    Fair enough, maybe not such an issue if you think outside the box of traditional train sim hosting.
     
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  26. eldomtom2

    eldomtom2 Well-Known Member

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    And people absolutely should be thinking outside the box, because UKTS has demonstrated the problems with the box.
     
  27. FredElliott

    FredElliott Well-Known Member

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    I wonder what kind of speed an SD40 would have to be doing to get round a corkscrew

    Coastertrain Sim World confirmed
     
  28. OldVern

    OldVern Well-Known Member

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    Well I just hope we don't end up like Trainz with oval train set routes on bare terrain or other silliness. That's not to say there isn't merit in upscaling a decent model railway plan - I already have some in mind. Well hopefully the complexity of the tools will keep things reasonably professional.
     
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  29. KrisKol

    KrisKol Active Member

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    Like those silly whoever, that just uploads one baseboard to the DLS as a route, and just writes "HI" in either tracks, or just paints it onto the terrain. (what talent!)
    I hope there does not end up being those again.
     
    Last edited: Sep 4, 2023
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  30. KrisKol

    KrisKol Active Member

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    Probably the same for tunnels too. Tunnels that have signals in them as well.
     
  31. Will Marshall

    Will Marshall Active Member

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    DTG's main office has a (WIP) model railway on site, the 3d design of which was validated in TSW back in 2019. (we had a 2d track plan, we wanted to check clearances and signalling, so I used TSW to prototype it...)

    So I can at least confirm that model railway plans upscaled by 76.2 times work correctly in TSW. Beyond that I can't offer any promises!

    upload_2023-9-4_21-37-17.png

    edit: Lukas has told me that this is an exclusive leak of previously unmentioned TSW2020 content. Don't worry, this won't be released as a DLC.
     
    Last edited: Sep 4, 2023
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  32. OldVern

    OldVern Well-Known Member

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    Thanks Will. That's actually quite helpful as proof of concept.
     
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  33. TimTri

    TimTri Well-Known Member

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    I’m intrigued… is there a secret loco hidden in that image by chance, or what? :D;)
     
  34. class71

    class71 Member

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    I would like to know has the dispatcher been improved at all ?
     
  35. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Dispatcher is always being improved, tweaked and changed. But nothing of particular note I think.

    Beta team have been saying they were surprised what it could do as a consequence of testing it in Free Roam already though so chances are it can already do more than you think.

    Matt.
     
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  36. Maik Goltz

    Maik Goltz Well-Known Member

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    Yeah, to squeeze between the existing services and running up and down the route with a funny train selection really does show what the dispatcher is really capable of. That is the new fun in TSW for sure. Could do that all the day if i would not need to work, sleep, eat and such stupid things. It's not getting boring in any sense. But it could happen that you get into a interlock of all things. Nice thing to know: to solve that, just delete your train, respawn it on a free track again and the fun begins again. (A thing ZUSI cant do. If there happens an interlocking of the trains you need to start the timetable again). A plus for TSW here :)
     
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  37. class71

    class71 Member

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    Many thanks for the reply,very much looking forward to it.
     
  38. 2martens

    2martens Well-Known Member

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    By any chance, does this include overtaking existing services with your additional train?
     
  39. Will Marshall

    Will Marshall Active Member

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    A proper fix for services taking the wrong path on timetable resume - that's a dance between the timetable, pathfinder and dispatcher in action. Believe that fix may go to TSW3 as well though, nothing about it is TSW4 focused.
     
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  40. driverwoods#1787

    driverwoods#1787 Well-Known Member

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    It will live up to its expectations and for the PC community the Xbox Version gains access to it via the Microsoft store PC version since Purchase of the Xbox version grants you the ability to use PC Microsoft store version.
     
  41. bremen

    bremen Active Member

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    Hi.

    The default routes, 3D etc are "cooked" so they cannot be edited.
    The same "cooking" process will be required for routes and 3Ds made by us users?
     
  42. Tomas9970

    Tomas9970 Well-Known Member

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    Yeah when you make a route and cook it for publishing, you can only edit it further by having it's source files.
     
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  43. bremen

    bremen Active Member

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    Perfect, thank you.
     
  44. bremen

    bremen Active Member

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    I have installed the UE4 editor and tried to import one of my Blender objects.
    The FBX format works for the 3D but it loses all references to the textures. Looking on the web is considered a “normal behaviour”.
    I went with another intermediate format and I lost all the properties applied on the textures such as a metal effect.:o

    The scene is a default one so the lighting makes everything darker and somewhat blurry.

    [​IMG]

    It should look like this (Basic render in Blender)
    [​IMG]
     
    Last edited: Sep 9, 2023
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  45. 2martens

    2martens Well-Known Member

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    How can timetables over 24h be made? Would the timetable loop if I start before 24 and finish after?
     
  46. OldVern

    OldVern Well-Known Member

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    On a similar note, I finally got the UE4.26 editor installed, tried to import some terrain in what I thought was the correct format and got nowhere! Yes I know DTG’s version has been modified and presumably will work similar to TSC where you just follow your markers and import the DEM (and LIDAR) along the path of your route.

    But it wasn’t a very encouraging start, seems to be lots of buttons and widgets in the editor and what’s with all this “Actor” business?!

    The good news is, having the editor open did not seem to stress the hardware any more than TSC or Trainz route editors.

    However I fear there is going to be a massive learning curve ahead for my old brain with this, despite my eagerness to create something.

    Edit: Well one thing I've discovered is that my old 3D Canvas will export to .obj and .dae format which I believe are supported types of 3D file by UE. So that might make life a bit easier as regards getting simple objects like station signs etc. in to a route.

    Just need to do a test with the UE4 editor see if I can get something in there.
     
    Last edited: Sep 9, 2023
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  47. Matin_TSP

    Matin_TSP Well-Known Member

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    Can I suggest that there should be a more easy way for 3rd parties to approach DTG?
    Because I think the editor will lead to more 3rd parties in the next 6-12 months. And I'm sure some of them put that much effort into it that they a) want to make it available for console and b) earn some money for it.
    But how can those teams contact the right person at DTG? There should be an option on the TSW4 website saying "Click here to apply to become an offical 3rd party". Maybe the team will come up with a proper solution for this :)
     
  48. OldVern

    OldVern Well-Known Member

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    Okay, after a bit of trial and error I managed to import a plan of our local miniature railway into the editor.

    No idea if it scaled correctly.

    Had to place the mesh and texture separately (surely not correct).

    All sorts of error messages regarding lighting and UV wraps.

    But at least I got it in there!

    ue4Hamfisted.jpg

    Would be nice if there was a way to enlarge the actual work window, otherwise it's going to be like using the old MSTS RE...

    And of course none of the models I created for MSTS or TSC have the original source files available, all lost... :(
     
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  49. greggryan2

    greggryan2 Active Member

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    So you can click and drag the different panels to resize them if you need to. put your mouse on an edge and it will show which direction it can be sized.
     
  50. greggryan2

    greggryan2 Active Member

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    View attachment 127269
    If I understand correctly you will prob need to do something like below. Any texture stuff done in Blender is simply a texture and only way to alter it is either in photoshop or rebake the texture in Blender. Other option is to in UE in your Material if it's one texture your taking from blender something like below.

    upload_2023-9-9_14-7-51.png

    if you have multiple texture from blender you can plug those into the relative inputs and a multiply with a param you can alter how rough the texture is for example etc. Theres a lot you can do with Materials. I'm not expert on them though sadly. That part of UE is not my area.
     
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