Dovetail Games What Would You Like To See Documentation For?

Discussion in 'PC Editor Discussion' started by DTG-Chris, Sep 14, 2023.

  1. ffabio89

    ffabio89 Well-Known Member

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    Hope that when they have some time, can do a full tutorial or some of little one where can show us some example...
    For example, how to set up passenger on a station: how to configure the event graf; 2/3 image with all we need to know about it and a little phrase that's explain it well.
    The same for all the stuff that's require less configuration than build something like trains or signals or.... Track!
     
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  2. jezzdabezz#1712

    jezzdabezz#1712 Member

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    How you would make route enhancements (adding assets to routes)
     
  3. RobertSchulz

    RobertSchulz Well-Known Member

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    Found that in the PC Editor FAQ. Not sure whether they added this after my complaint in the last february roadmap Q&A. However, we did not see anything like this in the last almost 2 weeks after the stream, where they said they would do short tutorials. I don't think it will happen. Surpise me with me being wrong. "1 on 1 training sessions" LOL, that means we will get private lessons with the developers? Never ever.

    How do you support third-party developers?
    We want our third-party developers to succeed. Therefore, we do our best to provide whatever they may need. This could be loco building, video tutorials. Gameplay support or 1 on 1 training sessions. We review their work throughout the development process and provide detailed feedback to ensure they get the best out of the tools we provide.
     
  4. ffabio89

    ffabio89 Well-Known Member

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    Thought we need only a few other videos like the one just made, to understanding better some thing, maybe all the modified and personalized part of UE that they have adapted to built TSW
     
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  5. FreddieTheShepherd

    FreddieTheShepherd Well-Known Member

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    • Setting up the AI traffic on roads like on other TSW routes
    • Setting up the system for passegers to appear
    • Making realistic track vegetation
    • What is all needed for a route to work (like StationDirectory, ContentManifest, etc.)
    Would be very nice to see some tutorials on these things!
     
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  6. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Although happy to see that they exist, I'm not really interested in all of these features. So why am I responding to this thread? Because what I'd like to have are detailed manuals for all TSW routes that do not yet have them, especially now, Bahnstrecke Salzburg-Rosenheim, a route, like others, with a "tutorial" that leaves much unexplained.
     
  7. Isaak

    Isaak Well-Known Member

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    This is the editor subforum. Please keep request for TSW in the general or player feedback subfora.
     
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  8. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Please note this thread's title:
    What Would You Like To See Documentation For?
    NOT "Editor Subforum"!
     
  9. mkraehe#6051

    mkraehe#6051 Well-Known Member

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    Please note the title of the subforum that the thread resides in...
     
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  10. RobertSchulz

    RobertSchulz Well-Known Member

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    Happens to be that I complained a lot, but didn't actually answered the question in regard to certain topics.

    So here are some of the things I would like to see documentation from the official side for, which some community members either didn't covered completely when doing self-made tutorials/posts sharing their knowledge or they simply don't and can't know because it's so specific.

    I would like to see a tutorial on how DTG:

    1. Creates tunnels.
    From the pure construction but also - and this probably is even more important - the light-baking site to avoid that lighting is coming into the tunnel. I already found the tunnel assets in the DLCs, already created a landscape spline with said assets (but which unfortunately is unlinked to the tracks, meaning the tunnel has a slightly different shape) and found out by the help of a community member how to make a hole in the terrain at both entries. However there are seams and I would like how DTG is dealing to implement a hole in a way that A. there is no hole in the terrain from the outer side but also B. there is no remaining terrain leaking through to the inside. Landscape tools are not sufficient enough to handle that for me.

    2. Is spawning NPCs/passengers on stations and let them load and unload from stations.

    3. Is placing Car traffic onto the road splines (maybe even landscape road splines) in an efficient manner.
    Actually a community member found out how it possible to use a TrafficManager and place individual traffic splines onto each and every road spline and/or link them together, but shouldn't you use a way which provides car traffic onto road splines in a way more efficiently and less time-consuming manner?

    4. Deals with textures, weather and lighting effects in regard to the performance.

    5. a) Shapes the terrain to the tracks - in other words - that embankments can created seamlessly.
    Right now most of my tracks are kind of hovering over the surface. The Landscape sculpt tool can do a good job on this one, however it's not that easy to create a perfectly to the tracks aligned embankment and takes time to do correctly even on just a few meters of track. I gave up the idea that I would do this for the complete railway section I'm building. This would take years alone. Landscape splines and using the "Deform Landscape to Splines" tool could be used do this before you laying tracks, however one can't set the radius for that and it end up doesn't be an embankment as rather an elevation of the complete surrounding area of let's say 10 to 15 meter radius. You can't use that for embankments which just are there where the tracks are and the sorrounding area is/should be lower.

    5. b) Uses the 'Snap Landscape To Loft' and 'Magic Paint Tool' (which I think are used to do the thing asked for above). If not what is actually the purpose of these tools? And related to this:

    6. Is using all of these TSW specific tools in Network Edit Mode and Route Building Mode that you've added into your costumized version of Unreal Engine.

    I would like to have a short tutorial and explanation of all these handy tools you created for making routes for Train Sim World (easier). And yes, some of them are rather self-explanatory and one could learn them by simply testing them out and running trail and error (Did so as well).

    However, for many of these tools the use and even purpose is not very obvious and easy to understand. In some cases, it might requires certain steps or even additional (partwise even external?) tools before to make them use. What for example is the purpose off the "World Machine", "Let's Paint Some Fields" or "Offset Loft to Loft" tool in Route Building Mode and how is it used?

    And just as a reminder these are all Train Sim World specific and no Unreal Engine tools. Googling for a solution or looking up the Unreal Engine documentation or help forum does not help in this case.
     
    Last edited: Mar 13, 2024
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  11. classthrash#2930

    classthrash#2930 Active Member

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    How to convert UGC livery's (Creators club) / tsw3 livery's into assets / skins that can be used in PC editor to override the trains default liverys
     
  12. bezdelnikx#2683

    bezdelnikx#2683 New Member

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    Simugraph setups
    there is no documentation for that
     
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  13. BrelodRail

    BrelodRail Member

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    How to cook specifically a timetable - I'm yet to see any official documentation on that. That said, it does say in the Scenario creation guide that a way of cooking directly in the editor may come at some point, any update on this?
     
  14. classthrash#2930

    classthrash#2930 Active Member

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    download the cooker parts from here : https://www.trainsim.cz/?mod=article&showid=2783&query=
    Install, if you've installed parts correctly , you will now see a cook button in your editor, there is documentation to cover this here in the forum

    first of all , simulate your timetable, ensure all services run for example :
    Of xxx total services...
    xxx services completed
    0 services were still running
    0 services had not started
    that's how a correct simulation should end.

    open the editor, press cook and keep your fingers crossed you don get any errors, after that use the TSWEasyPacking utility (downloaded from trainsim.cz) and drop it into your DLCs, good luck
     
  15. BrelodRail

    BrelodRail Member

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    Right when I posted that... (from roadmap):


    PC Editor
    We have finished an initial piece of work on the PC Editor, it's currently in test and we'll get it out to you as soon as possible.
    This update will cover a lot of initial player feedback from the Editor, including enabling cooking, fixing the asset loading issue where some assets fail to be detected, and improving the handling of mods in general.  We'll have more info on this when the update goes out.
    This isn't the end at all, we're currently planning the next piece of work and will update more on that as it happens.
     
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  16. ffabio89

    ffabio89 Well-Known Member

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    I'm waiting the official cooking fix for now, meanwhile I'm continuing my work...
     
  17. 2martens

    2martens Well-Known Member

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    I’m looking for information on how to continue editing content from TSW 4 in the editor for TSW 5. Or will the editor remain the same software and the new game shows only as new content packs?
     
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  18. ben#6357

    ben#6357 Active Member

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    Documentation for creating your own signaling system.
    This was briefly mentioned in the "Tracks and Signals" video, but unfortunately it was so miserable and then unfortunately it suddenly stopped and switched to another topic. This is important and should be explained in detail!
     
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