I'm sure this question may have been asked before but I am reaching the point where I'm looking to start creating custom stations for my new route. (I have about 50 stations to do!) Now, I know that it involves exporting out the track as FBX files and then importing them into blender, but I'm hitting a block as to what the steps are after that. Speaking as someone who has zero experience in 3d modelling, I realise that there will be some learning I would need to do myself, but I would appreciate any starter guides about things like simple cubes block outs and assigning materials etc. I would then need to understand the steps that I need to perform in the editor as I've seen that other stations have custom lighting, groups of meshes, nav spawns etc, adding things like DisplayBoards and other meshes. It's all feels a bit overwhelming for a beginner with no clear guide in docs or online (that research has turned up yet). Having been able to make some real progress on other areas of route creation I'm looking to take things to the next level.
This is a very big question. Have you read the Custom Station Help thread started by Greggygran last year as there is a lot of information in there - some from me - about setting up a station in the Editor. Also I suggest you find a DTG station blueprint like the ones you want to make, make a Child of it and then study how that station is set up. As a brief summary: 1. You need to make a platform mesh in Blender. I imported the track layout into Blender and then created the platforms manually using a cube to get the standard (UK) distance of the platform edge from the rail. Others use the platform sections provided by DTG. You will need to add textures and collision boxes then export it (or them) as FBX Static Mesh. Import the static mesh into the editor. 2. You will need Track Markers (Platform) on each track section which adjoins a platform and give them appropriate names (e.g Platform 1 _Down Main) 3. You will then need to make a Station Blueprint for each station - either from a child of an existing DTG one or using the blank station blueprint. You can add your platform mesh (or platforms) to the blueprint and then link each one to the appropriate track marker. You will also need a passenger spawn volume and possibly waiting areas along the edge of the platform. Benches, lights and so on can be added to the blueprint if required. 4. Drag your station blueprint into the game and then line it up with the track . Again, I personally use a spacing block imported into the editor to check the platform edge gaps and height above rail .(This is critical for passenger operation.) Other people may be able to suggest better methods. 5. Make a Station Directory for your route to which you must add every station and specify each platform using the Track Marker name. Here you set the passenger density by time of day curves and which passenger characters you want to appear. 6. Finally you need a Navmesh to cover the complete station (all platforms, footbridges, subways etc.) to control passenger movements. Then you should be able to set up a Scenario where you can drive to a station, load /unload passengers, and move on to the next one. If you set the scenario as Play In Editor you can then "play" the scenario in the editor to test the passengers work correctly. As far as I know nobody has been able to import a complete route into the game (except for DTG third party partners) Hope this helps - if you have fifty stations on your route I wish you the best of luck with your project (my route only has four !).