PC I Really Hope We Get Some Tsw4 Editor Tutorials

Discussion in 'TSW General Discussion' started by kobo, Sep 28, 2023.

  1. kobo

    kobo Active Member

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    I've been going back and forth for 2 hours rewatching the pc editor stream and trying to figure out things in the editor. the only thing i could figure out was how to create a landscape but even that doesn't look right. i can't figure out how to lay track, or how to place buildings or anything of that nature. the TS Classic tools were a cakewalk compared to trying to figure out UE4. I know they said the learning curve would be big, but i didn't think it would be this big. I feel so stupid for not being able to figure this thing out.
     
  2. rennekton#1349

    rennekton#1349 Well-Known Member

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    They will have tutorials released at a later time. They were working late nights to get the editor working and releasing tsw4. For now, would recommend watching the pc editor thread of the forums and use other people's experience to figure out how to do things
     
  3. DTG JD

    DTG JD Director of Community and Marketing Staff Member

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    We're planning some live streams kicking off next week :) (if not next week, the week after)
     
  4. dxltagxmma

    dxltagxmma Well-Known Member

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    I don't understand why you, DTG, have decided to shift to (live) streams as the almost sole source for any kind of information, instead of doing it like nearly every other developer - having a wiki or a documentation, even if it's just basic stuff, or threads, support articles, etc.
    Take Transport Fever 2, Zusi 3 and Teardown as a example - they all have a API documentation, have a wiki or support site with all infos needed in the most common and important fields around the game, possible third party development and so on.

    Not everyone has 1. the time to watch a live stream, and multiple streams by that, especially when uncut and only available in raw format.
    2. Majority of the people need something readable and followable, static, formatted and organized articles are easier to understand and follow by than streams, especially for step-by-step tutorials.
    3. Ease of access - articles follow a strict structure, there are hierarchies, etc. - in streams, I always have to find certain points when I need to look up a broader topic that is more complex
     
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  5. rennekton#1349

    rennekton#1349 Well-Known Member

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    They have a thread in the pc editor forum page on what documentation players would like to see. It takes time to create a manual that dtg have to type up and organize.
     
  6. kobo

    kobo Active Member

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    yes, this is me. i need this to understand what i need to do.

     
  7. DTG JD

    DTG JD Director of Community and Marketing Staff Member

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    We are hoping to have some more written documentation as well, but showing by doing we tend to find is the best way for the most people to be able to see what we mean.

    Appreciate not everyone finds that easiest, so the team are working on external documentation as well - this will be a little longer though.
     
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  8. OldVern

    OldVern Well-Known Member

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    There is a bit of self help getting going in the PC Editor sub forum, with a very helpful guide to getting LiDAR data in the map.

    However in principle I agree. While the release of the tool is very welcome, it is far more complex than anything we are used to using in other sims, be it Trainz, MSTS, TSC or DRS. It’s essentially high end developer UE4 with some custom train sim bits bolted on. As I posted in another thread, even for those of us with years of experience building routes in the other sims, it’s like walking into a garage with basic mechanical knowledge and being expected to strip an engine down and put it back together. Blindfolded.

    The teach in streams are welcome but I too would much prefer a written down and illustrated guide in pdf or wiki format to at least cover the basics. For example someone mentioned last night about layers or levels when it comes to doing terrain. What the heck is all that about? I understand layers in Trainz as a means of locking assets, maybe a base map, that you don’t want to move while working on other items but so far as UE4 is concerned, we are floundered around in the dark.

    It isn’t even obvious how to import and activate your kml placemark file.
     
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  9. ffabio89

    ffabio89 Well-Known Member

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    Could I ask if there's some news about the problem where the editor can't save my work?
     
  10. DTG Matt

    DTG Matt Executive Producer Staff Member

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    No news yet, we're focusing on xbox crashing problems at the moment.

    Matt.
     
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