Something simple to get started. Always put your content in its own plugin, and try and keep plugins focused on a particular role. In a route pack you will notice: "NewYorkTrenton" "NewYorkTrenton_Route_Gameplay" "NYT_AMTK_ACS64" "NYT_AMTK_Amfleet" "NYT_NJT_ALP46" "NYT_NHT_BiLevels" The route is in its own plugin, all aspects of the gameplay are in their own plugin, and each relatable set of vehicles are in their own plugin - so locos usually in one, coach sets in one, wagons in one, multiple units in one. Even if you're testing something, make a scratch plugin to put it in. How to make a plugin? Easy. First - go to the Edit menu and then select Plugins. On the window that pops up, click New Plugin on the bottom right: Next, click "Content-Only" (if you forget this, nothing else works, so don't forget this bit ) and then type the name of the plugin: Notice your plugin will now be visible in the content browser: More to follow...
If you can't see the content browser, it may be hidden, click this icon: Alternatively, you can have multiple content browsers open on different windows/monitors too. All the content you now make for this purpose, goes in the plugin you've just created.
Looking at other plugins, something like this (for the moment) should be ok for a route. Right? In Map I have the route main file, tiles and, for the moment, the SRTM.
Thank you. I'm rebuilding the tiles inside the new plugin directory and the terrain generation is more stable. No flying chunk of terrain and no random pop up to prompt to save the tiles before finishing a generation. Building from good foundation is the first step
Hey, i started experimenting with a custom Route, ive setup a RouteDefinition, a Timetable and a ContentManifest, but i cant get my Route to show up in the Route Selection Menu? The Timetable works, when im playing in the Editor on my custom Level :/
If you create a scenario, multiple content browser come handy. I sue one the get the route map, so it does not clutter with the scenario project. Not sure yet is this is important though.
Great stuff Matt. Thanks! I had a pretty good idea that created Routes, Trains, etc are Plug Ins. Now that I have had a good 10 hours sleep, and have a nice fresh brain on a Saturday morning... Time for me to get busy with the editor again. I did a bit of an explore of the DTG content, and strangely it was the NewYorkTrenton route Then its Gameplay folder that I choose to explore inside. And I opened its Map. It all came up pretty fast for me. No crashes.
So does the PlugIn replace setting up our own folder structure in the ..\TS2Prototype\Content folder, as shown in the demonstration video? And if so where does the PlugIn get saved?
Hi DTG Matt , if we are creating a new timetable for an existing route should we also create a new plugin or should the timetable be saved where the existing route timetables are located?. thanks.
New plugin, don't add things to existing plugins because it won't work - they're locked inside the pak files. Do your work in your new plugin and then later when packaging works you can just package your plugin and that'll make the pak file you share. Always put your work in your own plugin(s). That's a 100% hard rule you need to follow to have minimal pain later on Matt.
Just a quick question about folder structure. Does the plug in become the "root" directory of the route project or do I need to create a separate route sub folder within it alongside those for terrain, placemarks etc.?
Yes to both I think. Take the Manchester route for example: There's nothing like KML files and DEM in here as those arent put in our packages but essentially just make subfolders. In my test route I've put things like "markers", "srtm" and "lidar" just to keep it organised. What you call them and where is up to you but yes definitely organise with folders. You may want to make a "source" folder and put things like kml/dem etc in there so it's out of the main folder structure too - actually not sure how it's done here since I generally dont see have any source files. Always manage the folder structure in unreal, don't mess with it in explorer, there's no need to. even copying things in - just drag and drop it from wherever you've got it, into the content browser pointing at the right place, and unreal will manage it for you. Adding things to explorer that are in plugin folders can get icky, let ue4 manage the folders at all times and your life will have one less pain Here's what my scratch area looks like: Again - all done in UE4, never use explorer to mess in a UE4 plugin unless you *absolutely* need to. Matt.
If you mean should they be in their own plugin? You can put multiple scenarios in a plugin, you could make lots of plugins with one each, but whatever you choose - make sure YOUR work is always in YOUR plugin(s) one way or another and you will be fine. Matt.
Just want to check this Matt, I am correct in saying if someone did put their stuff within the plugin of the route and it's just the pak being read, there is a chance the stuff someone has added timetable or scenario could get deleted when the editor reads the pak file on say next load or something? Just thought I'd ask as it might outline to someone what may happen by putting their stuff within the plugin pak rather than their own plugin .
You can build formations too by creating a data asset of type "Train Formation" into your plugins yes. Dont think you'll lose anything - the files are saved locally, you're just going to run into problems when you try and package it to share it for others or try to put it in the game. Matt.
I'm currently building a timetable and I got the problem, that if I spawn in after the creation time the service does not spawn and run, is there a way to fix that? And should I create a Formation for every service?
Theres a couple of factors that might contribute to your issue. Have a look at firstly have you got a data track as without one services may not begin if you spawn in after the time they are due to start. So you can daisy chain one formation to do different services or have multiple formations doing different service etc. Just keep in mind you can only have one formation do one service at a time. and if you have it begin another service from one it's just finished it won't jump across map your new service would continue from where last one left off if your daisy chaining two services. Hope that make sense
You need a formation for each train that runs - normally a train will run multiple services. In order to make a timetable work AFTER its service start time, you need to have the timetable simulated and data track(s) saved as it uses those to put the trains in the right places at the given times and set them up accordingly. Matt.
Not aware of this no - however it might be as simple as nobody knows the command. I don't, and the people I need to ask about it are busy dealing with xbox crash problems so i'm holding off pestering them on that for the time being. Matt.
i wanted to use it to change time and date, i saw Will use it on your Editor stream, but i cant find how to access it,
the tilde (`) (above tab usually and next to 1/!) key on a UK keyboard - not sure which key it is on European or US keyboards
ah yes that's the console. When you said CMD i wondered if you mean tthe command line in windows (which is accessed with the command "cmd")
Hi, I have a little question Is route expand possible? For example: I have already owned the Schnellfahrtstrecke Köln Aachen DLC, can I used the DLC and PC editor to cross the Rhine to extended to Köln Messe/Deutz?
Sorry Matt, i meant to say what it was lol, ive been up all night, getting to grips with Editor, its a huge learning curve, one im sure will be worth it, with lots of patience
Hello DTG Matt! How can I tell the player for example to go to the drivers seat at the other train end? I found the blueprint type, but i dont know how to add objectives for that…. thanks for help!
You would use Objective actions within scenario manager to do this but I have not been able to get them working so might be something DTG look into cause yeah I was unable to achieve a simple objective action telling player to sit in driver seat. Also, the objective actions aren't actually showing up under the add component drop down so I think something is broke with them.
You would copy and past one of the .bat files and edit a command which when ran will simulate the timetable you tell it and it'll crash but when you reload the editor it will have auto assigned the generated data track to the timetable. "(Replace with your Path to this file ->TrainSimWorldPublicEditor.exe)" TS2Prototype -run=SimulateTimetable Timetable=RouteTimetableDefinition(the reference to the timetable you want to simulate)
I notice when I made a scenario for Clinchfield Railroad is there’s a go via instruction for the first instruction but not any of the other instructions. As I play in editor