3 Unrelated Questions...

Discussion in 'PC Editor Discussion' started by fakenham, Oct 4, 2023.

  1. fakenham

    fakenham Well-Known Member

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    Just wondering how we can change seasons/time of day in the editor. I guess via the ` (tilde) key but a list of commands would be cool.

    Also, a more obscure question, I'm struggling to find the correct ballast texture which goes with the UK brown wooden sleeper track which comes with the Somerset route and others . I've found various brown ballasts, but they are all slightly out. Are all the compatible ballast textures supposed to be in the same route folder? Maybe a case of cloning a texture and altering the hue? (Although the few times I've duplicated something to alter, the editor crashes).

    Lastly, has anyome managed to get Marketplace assets into the editor yet?
     
  2. DTG Matt

    DTG Matt Executive Producer Staff Member

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    ts2.dbg.setlocaldatetime yyyy.mm.dd-hh.mm.ss
    ts2.dbg.setlocaldatetime hh mm ss

    ts2.dbg.setgroundsnow 0.5
    ts2.dbg.setprecipitation 0.5
    ts2.dbg.setwindstrength 0.5
    ts2.dbg.setcloudiness 0.5
    ts2.dbg.setfogdensity 0.05

    (for "0.5" you can put any value from 0 to 1, e.g. 0.2, 0.123)

    Volumetric fog is best seen at quite low values.

    Matt.
     
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  3. fakenham

    fakenham Well-Known Member

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    Thanks for that Matt.
     
  4. Spikee1975

    Spikee1975 Guest

    Quick question: Why is "Wetness" an option in the menu, as it is directly controlled by the precipitation, that never really made sense to me. If you start a scenario without precip and set wetness to max it will rapidly dry out anyway...
     
    Last edited by a moderator: Oct 4, 2023
  5. DTG Matt

    DTG Matt Executive Producer Staff Member

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    When it first starts raining, is it wet yet? No. It's dry and getting wetter.

    Once it's stopped raining, does it instantly dry? no. It's wet, and drying.

    Wetness is how wet the ground is.
    Precipitation is how much is falling.

    Precipitation makes the wetness number go up when its raining and down when it's not.

    If you want to simulate "its just got done tipping it down and the sun has come up" you set wetness to 1 and precip to 0 with a light cloud, you get the wet look, without the rain.

    Matt.
     
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  6. DTG Matt

    DTG Matt Executive Producer Staff Member

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    As regards speed of change... it shouldn't dry out that fast, something is obviously going too quick :) Same for ground snow, I know that melts far too quickly currently.
     
  7. Spikee1975

    Spikee1975 Guest

    Silly me, of course to set the starting conditions. Forgive me :)
     
  8. Daunfr59

    Daunfr59 Active Member

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    Re. Marketplace assets . I tried to get some Quixel Megascans street kerb stones which I had downloaded in my Unreal Editor (5.2).
    You can't copy the files directly as they appear as "uasset" files. I think as a rule you have to use the Export function in Unreal to move files to another project.

    I selected them in my "Unreal" editor and then right click to get asset options then Export.
    I then chose the main content folder in the TSW4 editor - click on save and it exports the first file. It breaks it down into a bin file , textures and a 3d object file. If you have multiple assets selected you have to click save for each one in turn.

    In the Unreal editor go to a suitable folder and click import and then browse to the folder you saved the files in and click import.

    In Export and Import you get the FBX dialogue box appearing. I didn't touch anything in this box and went ahead. The objects appeared but the materials were a bit of mess and I had to change the material blueprints to connect the correct textures for base colour, normal etc.

    Once I applied these changes to the material blueprint the kerbstones could be dragged into the editor as shown .

    Kerbstones.jpg
     
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  9. fakenham

    fakenham Well-Known Member

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    Thanks Daunfr59, I've got some assets in UE4.26, I'll have a go at exporting.

    Edit - yes, it works OK ish, but importing the trees isn't particularly straightforward, as you say, the materials and textures are messed up.
     
    Last edited: Oct 4, 2023
  10. Daunfr59

    Daunfr59 Active Member

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    Sorry - I think I mislead both of us when I tried this yesterday.
    I am now trying the Migrate option in the asset options menu rather than Export.
    This collects all the dependent textures etc and migrates them all to another content folder. It only accepts a folder in another Unreal Project, Game or Content Plug In so you have to locate the folder of your plug in in "Train sim World MOD/TS2 Prototype/Plugins and select the Content folder.

    It seems to work OK from the Unreal end and all the files are there in the new "Migrated" folder in my Plug-In (using File explorer to check) but I can't see them in the TSW4 editor ! Is there a way to refresh the plug-in?

    I will let you know if I have any success.

    UPDATE - I just transferred the entire folder for European Black Alder trees - by right clicking on the folder and migrating the whole lot. It took 3 or 4 minutes - once again I can see the folders and all the "uasset" files in File Explorer but not visible in the TSW editor .

    I looked this up on the internet and one reason suggested is that it may be due to the fact that my regular Unreal editor is 5.2 and not 4.26.

    If you try it from UE4.26 to TSW it may work for you - guess I'll have to install Unreal 4.26 !
     
    Last edited: Oct 5, 2023
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  11. Daunfr59

    Daunfr59 Active Member

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    Further to my post yesterday I have now installed Unreal 4.26 , and added the Black Alder trees to a test project.
    Then I found the Black Alder folder in my test project , right click and select migrate. When you get the list of all the files click Ok and then choose the Content Folder In your TSW4 plug in.
    It will migrate all the files and the trees can now be loaded into the TSW4 editor (as shown in photo) .

    Hope this helps.

    Sadly I have found that anything created in Unreal5 cannot be migrated to an earlier version so the Landscape material I created earlier this year in UE5 will have to recreated in UE4.26 before I will be able to migrate it to TSW.

    Trees in TSW4 editor.jpg
     
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  12. fakenham

    fakenham Well-Known Member

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    Excellent, I managed to get the mesh in but not the materials and textures a few days ago - I'll try the migrate method, thanks!

    *Edit, yep, still can't get the materials to migrate over properly, may need some tweaking.
     
    Last edited: Oct 6, 2023
  13. DonnyDave

    DonnyDave Active Member

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    what file format are the asset files in the tsw editor? I'm wandering if there's a way to convert uasset to the file format TSW4 editor uses
     
  14. Cygnific

    Cygnific Well-Known Member

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    One thing to beware of is that the 4.26 engine in the library is 4.26.2 and not 4.26.1 as used in TSW. Just so you know if anything weird happens.
     
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