Coming back to yesterdays discussion.. Will it be possible to "add" subtractive items to an existing route? Like adding an opening (like for a door or window) to an existing wall? (This way we could make the famous little signal visible without moving or cloning anything.)
Usual response i'm afraid - if you want to modify something then probably not. For the train lighting however, as we showed on the stream, you can create a child blueprint and then modify the lighting in there so that will probably do what you want, but will create a new SECOND loco that you will need to use rather than the original. It's not possible to modify the *original*. Release date for editor - to be confirmed. Ideally 21st, but there's release processes for the editor that we've never done before to go through with Epic, so we'll see. No issues with the installer i'm aware of but be aware that the first time install of the editor does hang for a bit as it does, i think, shader compilation, to get things ready. It's a one time thing, just leave it. Detail on how to install I dont have yet - we'll tell you once it's there and we can see it Matt.
Not that i'm aware of, no. But maybe some smart person are able to do something with material/shader magic.
I get this with Windows Update -- it'll hang for quite a while at 21% or so and even offer to reboot while not being done yet (learned the hard way not to believe it). Probably a hazard of still using slow spinner drives, which I think you've said you are also. Just gotta wait until that little light goes out for good.
I think this gives downloadable UK LIDAR data, 1m or 2m.......... whether or not it's in the correct format for the editor, unsure. https://environment.data.gov.uk/DefraDataDownload/?Mode=survey
Hello all. Excited for things to come. Curious. From what I understand, you can create your OWN timetables for existing routes? However you cannot add services to existing timetables, right?
Being able to make timetables is the real game changer for me. There are several routes I would love to make timetables for, just the small detail of learning how to master making timetables.
Watching a bit further this morning, I actually think the timetable editor could be more challenging than building the routes. I was expecting something text or spreadsheet based, similar to the little editor that the TSRE utility for MSTS gives. I can see particular challenges when it comes to timing and allocating every single move, even running the loco round its train let alone complex terminus operations. I see my first routes and/or timetable being multiple unit orientated and I can start to understand now why routes like SoS which we all complained were not busy enough, ended up being done that way.
Eek...... I haven't watched it yet, I plan to, tonight. Will it be a darker art than setting up a session in Trainz though!
Well at least we should be able to set it up so the player can drive the timetable which still eludes me in Trainz. You can set up all sorts of elaborate command sequences in Trainz for AI, but as soon as you take over it all disappears. Now back to the issue of DEM data... While setting up the standard UE4 editor to have a go, took a browse through the various official guides on landscape creation. It appears the editor will not read SRTM or similar data as is, it needs to be converted into a G16 format either RAW - 16 or TIF - 16. A few conversion programmes are mentioned such as 3DEM or Microdem, but the former is no longer generally available and the latter keeps crashing with a runtime error. I could not see an option in either programme to convert to the required format. Another programme mentioned is L3DT which only seems to deal with very small tiles. So this could be our Achilles Heel, forget now what Matt said earlier about DEM - obviously if the bespoke TSW editor has been set up to do the conversion either from SRTM or LIDAR then I'm probably worried about nothing.
Mm. I haven't watched the Editor stream yet, but scenarios and timetables are on my to-do list. I doubt whether I have either the time or skill-set to make actual routes. My efforts in previous train sims were not something I was willing to share with anyone else. I'll leave the route building to seasoned " pros" like yourself.
I'm really interested in whether all the tools are available which are necessary to create vegetation like in Niddertalbahn because especially the meadows and fields there look stunning IMO and I remember something being mentioned in a stream about special tooling developed for vegetation in the context of that route project
Brilliant, thanks Maik, Think I will forget trying to practice in the standard UE editor and just wait for our custom version.
I did quite a bit of pausing and searching last night and came up with the following: The DEM used in the stream was two standard 30m .hgt files, available here https://urs.earthdata.nasa.gov/ (free account needed) The LIDAR is trickier as it all seems to come in geotiff format now and the files used in the stream were asc, asc.aux and prj which appear to be an older LIDAR ASCII format. It looks like the QGIS app (mentioned very briefly by Matt in the stream) can be used to convert different types of LIDAR data so I assume there is some magic to be performed by that app before it can be fed into the tools in the editor. Note, the tools are TSW specific by the look of them so investigating how standard UE imports terrain data is probably not very useful. I did also learn about different types of terrain data and that DTM (Digital Terrain Model) is the one you want as it doesn't include heights of "things" (forests, buildings, etc). It's just the level of the bare ground. However which version of LIDAR DTM and how we turn it into the correct version of ASCII will likely need a tutorial from the DTG experts. I just grabbed everything I might possibly need for my short route in readiness
I haven't had time to look yet (busy with the 9F) but first idea is to try is to load in your LIDAR data in whatever format you have and then try to export it as .asc file format. If you end up with files named .asc .asc.aux and .prj then I think you'll be pretty close
You often also need to convert the coordinate system. That can be tricky. But the one that is used by the data source should be written somewhere besides the data. Then convert it to a UTM one (just forgot which exactly, but there is plenty of documentation out there what UTM format you need for what region ... they are different, for Berlin you need a different Projection than maybe in Munich and so on.)
Might be worthwhile checking this video from a while back. Still not fully recovered from my brain melting during it. (we are hoping to do another of these with release).
I'm waiting (with sweet AND savoury) nibbles for when the signalling is discussed. Cerebellar air conditioning will probably be required.
Well the one redeeming factor is that most of the routes I'm interested in building have three or four trains a day or in some cases, three to four a week!
Can only speak for myself, but I found it actually very understandable and illuminating. It's time consuming but I didn't find it particularly difficult.
I have a simpler question that I'm not sure if anyone has asked yet. Is it possible to make reskins for rolling stock without overwriting the default livery using the editor? Like if I wanted to make a SEPTA reskin for the ACS-64, can I make a copy of the default Amtrak skin so I can use the default skin and my reskin in the same environment? And I don't mean like with the livery editor, rather loading a texture file into a paint program and editing it like in TS Classic.
Really enjoyed the editor stream. Although I need to sit down and watch it again properly without any distractions. One thing that I think could be very useful especially for someone like me, who learns best with examples to dig around, to learn scenario creation better would be either some purpose created "sample" source scenarios (uncooked) showing off key things with the timetable and objective blueprints, or maybe a selection of the TSW4 base game scenarios in their uncooked format if the powers that be would allow it e.g.: Objective markers that guide a player walking to a particular location Text on screen Music like these "moments" that are being teased Integrating cinematic camera shots maybe for nice intros or outros (similar to my example here in TSC ) Obviously the streams and videos you'll create will be super helpful too and I think this could be a great addition to that to help people reference things and explore these things at their own pace or in ways that will better aid their learning.
Hi everyone! Just a few quick questions I have for the devs. 1. Before creating a route, the moders should request the licenses for a specific route or we have to contact you directly and your legal department will handle it? 2. Once the license is done, how will we know that we became a thrid party developer and our work will 100% released, so we can earn some money from it? Thank you!
We use the medium of email to communicate Nearer the time we'll publish some information on exactly how to get in touch and what to expect. Matt.
A bit of clarity needed here please.... Will the PC editor work with the Microsoft Xbox store PC version on day one? If not when will it be available as I am thinking about which platform to pre-order. Thanks in advance
My impression from other PC games is that Microsoft Store games are very hard to mod. If you want mod support and the editor, you should buy the Steam or Epic version.
To be determined if it will work with MS store - initial attempts proved challenging so may not be on day one. Matt.
Hi Matt, As I have about 95% of all the TSW3 DLCs on the Microsoft Xbox/PC store this is not what I was wanting to hear! I will hold off pre-ordering TSW4 for the time being.
This is not something DTG is doing. The MS store files afaik are encrypted and go to a special protected folder that a normal user can not access.
Just to manage expectations on this - whilst we have a lot of relationships with Licensors, if it's not already in-game, there's a high likelihood we don't currently have a license for it. Whilst we might be able to provide guidance on what can and can't be used, it's unlikely that the team would be able to engage new Licensors or gain approval for things we don't have approval for, unless it's a project we'd release as part of the Train Sim World Partner Programme (i.e. when it's been reviewed, and we'd like to release and distribute as an Add-on). Generally our suggestion is to err on the side of caution, as copyright law can be a tricky thing.
Interesting re licensing. I have no intention of getting involved in payware, my 3D modelling skills are limited to doing station signs or simple structures and any routes will be strictly freeware. However, there is a strong likelihood even as freeware routes and trains for which no formal licence exists will start popping up. No doubt at some point we will be seeing Thomas/Sodor, Ivor etc. projects rock up. How will that pan out?
I imagine DTG will turn a blind eye to it as they have for TSC. Maybe they'll take stuff down if it's on their servers but otherwise they're probably not going to do anything unless they get an actual complaint, and then they'll just point the complainant to whoever's hosting the offending content.
Doable, but with a ton of extra work when using the editor and want to have a separate usable loco. The way how the livery editor does it is not possible in the full editor.
As showed in the stream recently, you can create a child blueprint of the rail vehicle view, in here you should be able to assign new textures (plus some additional steps that will be required like making a new rail vehicle definition for it too) It's a much more complex process than the livery editor but yes the end result will result in a separate loco instance you can use that will not replace the existing one (in fact there's no way to replace the existing one). Matt.
Should do anything the original can do to be honest as long as the original allowed substitution properly there's no reason that the new one won't then sub in. Should work fine in free roam and scenario planner also. Matt.
That is one good number good question furthermore you'll need to know their exact locomotive Roster number. You need these websites first up diesel shop and Philadelphia Transit vehicles. If you are able to make Comet II & IV SEPTA with restrooms you can simply re-skin them onto the New Jersey Transit version I took a Picture of 5244
Hello everyone. I was happy to try the editor. Is this topic right for suggestions? For I have one. There is an option to turn giant icons atop of the viewport to small. I think it is very helpful since the editor has not much free space to expand viewport itself. There is a down side - custom editor tools icons on the left are totally missing. Please consider adding small versions of them.