Route Art Tsw5 Editor Release: Broken

Discussion in 'PC Editor Discussion' started by fecrails, Sep 20, 2024.

  1. fecrails

    fecrails Active Member

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    Or did a setting get changed in the shuffle? So in summary, the routes that I made in the TSW4 editor still work as they did before the update. If however, following all of the same procedures I used with the TSW4 editor, I create a new map with the TSW5 editor, there is something going wrong. For example, making a very basic flat, square sandbox map as a test, tile generation appears to go well, but when attempting to lay track on the new map, the track tool appears 400+ meters above the terrain. I never had this happen before the update and have made many maps over the past year in the TSW4 editor. Anyone else seeing this issue?
     
  2. jackthom

    jackthom Active Member

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    I haven't tried making a new map since the update but just created a new tile on my route using only SRTM data and at first sight it looked reasonably ok where it joins the existing landscape.
    However the track laying cursor would not move beyond the old tiles into this new area, it was the same result as if there were no tile at that location. I tried to stitch the surrounding tiles to fix a small gap at the join which promptly crashed the editor.

    When I restarted the editor I tried applying Lidar data to the new tile. This produced a clean join to the rest of the landscape and now track laying seems to be working as normal. Fingers crossed.
     
    Last edited: Sep 20, 2024
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  3. fecrails

    fecrails Active Member

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    Thanks for the reply and your experience with the updated editor.

    I made a new map today with the TSW5 editor using the same procedures and data that I used to make an identical map with the TSW4 editor a few months back. It was made using the official DTG tutorial procedures from the video stream Lucas did last year. Made a content plug-in, set up the route KML data with place markers, then generated landscape and scenery tiles with the command line: ts2ed.experimental.CreateSceneryAndLandscapeTilesFromKML 3. Then generated the track tiles with the command line: ts2ed.experimental.CreateTrackTilesFromKML 1. Everything looked like it worked fine. I did not do LIDAR with this test route, just used the SRTM resolution for the terrain. The track tool hovers in the sky hundreds of meters above the visible terrain. If I "lay track" it is in the sky at 412m elevation while the terrain is about 6m elevation. Not sure what is going on here. See the attached screenshots.

    Screenshot (60).png

    Screenshot (61).png
     
  4. Oystein

    Oystein Well-Known Member

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    I remember having this issue in TSW4 editor. Its been a while so I don't remember how to fix it. But have you tried to generate terrain collision after importing the terrain?
     
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  5. fecrails

    fecrails Active Member

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    That worked!

    I don't remember doing that step before, so I'm thinking there may be a setting that does this step along with the tile generation. Manually doing this along the length of a big route seems a little cumbersome. This update release seems quite buggy. Some things that worked before seem different/broken and the much anticipated cooking is not working on release. Maybe a version control glitch?

    Thank you for the reply and solution.
     
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  6. fecrails

    fecrails Active Member

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    Since originally posting this the editor was "updated" to 1.0.7 and is now broken again. Laying track crashes the editor
     
  7. flawtrain

    flawtrain Member

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    I just started with trying to lay track today and it crashed every time I try to lay some track. It's so frustrating
     
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  8. Tomas9970

    Tomas9970 Well-Known Member

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    Can confirm that the track laying crashes the editor 100% at a time and if there is no decent workaround, everyone who is at the track-laying stage at the moment just has to stop and wait for another patch.

    As for the general state of the editor, I just feel like a second grade user compared to regular UE4 (or UE5 because it's mostly the same thing). We have to wait months for someone to re-develop core engine features and the only things that do work coherently are the ones that are part of specific intended workflows (little to no room for power-users). And you know what the worst part is? That the actual third-party SDK probably has none of these flaws. That it's a full-fledged UE4 version with all the bells and whistles and that getting mission critical fixes doesn't take months over there.

    Yeah, I know the editor community is tiny compared to the TSW customer base but does it really justify giving it so little attention?
     
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