I know that things can be 'ported' over. With 3d models for example, if DTG can port over the GEML to TSW3/4 and just do 10-20 buildings new (then over the next 12 months upgrade the route fully to 2012 and TSW3 specs).... what I mean is it would be quick. The Class 90s and 360... I just want this! We have some route builders here.... Any ideas?
No, they can't be "Ported" The resolution of assets in TSW is higher so although the very base models may be able to be reused, the work from then on would have to be redone, and the age of the TSC bases might preclude them from being used at all
There is no legitimate way of reverse engineering models from TSC back to 3D Crafter or in the case of DTG probably Max. It would depend on the original author still having the base 3D models and textures and as stated these need to be of a quality suitable for TSW. Anything animated might require totally different methods to get working in TSW.
The resolution of assets in Train Sim Classic is higher than in TSW? As in Graphical Fidelity? That certainly hasn't been my experience from playing both lol.
The lighting in Liverpool Lime St (London) station is just amazing in TSC..... If they could work out a way to port the assets faster and could £12.99 for the port then an upgrade later for approximately the same or even a bit more. Then if they extend to Norwich later on could get that.
Without knowing the ins and outs of both games, I'd still say it's probably not quite as easy as you think, the games have different engines, with different lighting models, and probably different model and texture formats. While it's possible, in most of these situations, it's actually just as quick, to redo all the assets, because the time spent porting old content isn't time well spent because you're porting over old, probably low poly and low res textures, to a new engine, and it would look terrible.
One thing I'm noticing as a new player, is it much harder for 3rd parties to get their content into TSW? The majority of the content for TSW seems to be from DTG, whereas in classic a lot more contend was produced by third parties.
From the parties that create content for both TSC and TSW, TSW is MUCH harder to create content for in the first place And then you have that all content is published by DTG for TSW, whereas in TSC you can upload your files to any website and people download and install the DLC or content themselves So they're very much different ecosystems from end to end Well, really this boils down to there being a public editor for TSC, and that you can copy and paste files into the game file structure on PC whereas it's very much different on consoles, so TSW basically HAS to work differently (on consoles at least)
If we're ever going to get the content that this kind of game needs, they're going to need to open it up. MSFS is a good example. The in game store works well for consoles, and they get new content/updates to it every week.
I'm not sure you read what I said. Content for TSW is hard to make Yes DTG gatekeep the editor, but other than that the issue is the complexity of making it and people not bothering to sign up to be third parties. Look at ATS, been making TSC content for years, signed up months ago for TSW, nothing published as yet, and they would have all their blueprints and assets from their work on the WCML for TSC so if it were as simple as "let people have the editor" they would be publishing by now.
There is a ramp up time as the Unreal editor is a completely new tool compared to TSC, it is however an industry standard so there are tutorials for pretty much everything on it. I'm not saying content would be easier to make, but if you make it easier to be a 3rd party it will come in time. It also encourages potentially new developers that weren't with TSC, but have experience with Unreal to get involved.
Cane Creek was done by Skyhook and the Horseshoe curve route.... Rivet has done a number of routes. Union Workshop is on board and Just Trains is also on the way to complete something memorable. Things are happening.
3d modellers don't need experience with Unreal. You just need the work to be done. DTG and developers mainly need experience with Unreal 4.26 to do route creation. Assets to be placed. Once rail is laid you just need to create paths I think and scenarios. While Unreal experience is nice you need to understand the tools or systems DTG uses. I write this with experience from TSC. There is also an unofficial editor for TSW3 as well. I guess if people raised enough funds or provided some 3d modeller volunteers (or just fundraised per model etc) any route could be made anywhere on the planet.
DTG don't use the base editor for UE to do their builds... they have a lot of custom add ons on top and even so, the point is that everything has to work in the UE, TSW adn DLC environment without breaking anything existing, so even if you COULD use the UE editor as a base, the remainder still needs to be considered and made to work when you're a 3rd party
I just went to TSC to play GEML Ipswich.... I think Train Sim World has come so far I can't use TSC again. I just can't. Everything.....sound, graphics and especially physics. It doesn't feel like I'm driving a train. Oh well. Maybe new assets are in order. Bakerloo has been revamped, I love it. So much better driving the tube cars along the WCML.....