Tsw 4 Editor - Important Dev Questions

Discussion in 'PC Editor Discussion' started by dxltagxmma, Aug 23, 2023.

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  1. Yes

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  2. Kinda

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  3. No

    15.9%
  4. Maybe/I don't know

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  5. Completely different expectations/do not care

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  1. fakenham

    fakenham Well-Known Member

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    Slightly confused now wrt what assets we can use (after a discussion in the TSC forums). I thought we were OK to use any assets from any TSW route that we own. However, if those assets were purchased by DTG from the marketplace (for eg foliage, I wouldn't have thought DTG would've made them themselves) then does that mean we can't use them - we would need to purchase the assets ourselves?
     
  2. DTG Matt

    DTG Matt Executive Producer Staff Member

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    If its in the game in your dlc you can use it.

    We cant supply source for the assets because then you could do anyting with them in any other game for any purpose.

    Matt.
     
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  3. Maik Goltz

    Maik Goltz Well-Known Member

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    I guess that needs a more precise definition. "Use" means probably you can reference the assets in your route (placing them from withing their original folders and DLC). You can't copy and paste them into your own route pak file (technically possible with some effort) because you then deliver the assets without permission. So when you place a tree on your own route from a DTG route, users that want to use your route need to own the DTG route too, or it will not work. Same as in TSC at least.

    I'm right DTG Matt ?
     
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  4. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    How many assets are shared between DLC? Track, trees, buildings, platforms, canopies, catenary parts, automobiles, etc etc???

    A common assets library that has all these shared assets, and is updated when new shared assets are added, seems the better option to me.

    Regarding trains and rolling stock, since these come from different parts of the world and not every creator will be interested in creating routes for regions he is not interested in?

    Perhaps sharing standard trains and locomotives, of which we now have 5 or more incarnations, in a common railvehicles library, perhaps at some cost?

    Surely such collections will build themselves slowly, but collecting all the current shared stuff will provide a good basis for a person wanting to dabble in creating a route.
     
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  5. london#6712

    london#6712 Active Member

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    Just a quick question, do you get the PC editor for free on epic?
     
  6. ffabio89

    ffabio89 Well-Known Member

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    Glad to hear that!

    Speaking for me, I think the first step is how to create the terrain, because without it you can't do anything, especially if we can't edit your routes.

    And if possible, could I ask to show this in the next Editor stream?
     
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  7. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Yes
     
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  8. spikeyorks

    spikeyorks Well-Known Member

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    In Scenario Editor 2 will we still have to deal with the "challenge" of having multiple versions of the same thing? (I am thinking of the CL101 in particular where, at the moment, I have to uninstall one or two routes so that I don't keep selecting the wrong thing).

    Also, and I don't know if this is a silly question, Will the new Editors work in a similar way to the Unofficial Editor? (Is it worth learning this so that we can have a bit of extra practice before the "Official" editor arrives?).

    Thank you.
     
  9. OldVern

    OldVern Well-Known Member

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    This is my main area of interest. If I can get my terrain and markers defined, that’s half the battle. Track laying, creating embankments, cuttings and tunnels etc. will hopefully not be too bad either. Assets, well the verdict is still out on that depending if if we get some sort of basic set a la DRS to at least create generic stations and a cross section of residential, commercial and industrial buildings, foliage etc. I have a feeling the tricky bit might be getting signalling and speed limits etc. working. We can see from MML this is where Skyhook struggled a bit and probably where some how to videos or wikis will prove useful.
     
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  10. london#6712

    london#6712 Active Member

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    Thank you and is that available from release on the 26th ?
     
  11. fakenham

    fakenham Well-Known Member

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    Quick question. Are we able to get a head start and import DEM, sculpt and terrain paint in the UE and then port over to the TSW editor when it arrives? It's just that I have been playing around with the editor, adding assets/materials/sculpting/splines etc and have a bit of time available at the moment. Next month much less!
     
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  12. OldVern

    OldVern Well-Known Member

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    Good one.

    I take it for DEM etc. this reference page I also posted in Creation Centre is the grail?
    UDK | TerrainsFromDEMs (unrealengine.com)

    Just how then do we import markers and/or a map overlay?
     
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  13. DTG Matt

    DTG Matt Executive Producer Staff Member

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    We use LIDAR for terrain, nearer the time we'll share how that works and sources for data etc. With LIDAR you dont need to worry about cuttings and such as it's already there and clearly visible!
     
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  14. OldVern

    OldVern Well-Known Member

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    Excellent! My finger is poised over the TRS22 uninstall button, well once I've finished my current model railway plan.
     
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  15. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    Is LIDAR of sufficient resolution to avoid those toothed scan line artefacts in mountain slopes, cuts, dikes etc?
     
  16. fakenham

    fakenham Well-Known Member

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    Thanks Matt, sounds great.... so I guess we can't get a head start in the current UE editor with importing LIDAR/sculpting/painting etc, then porting it over to the DTG editor when it arrives?
     
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  17. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    Well, seems like you can try your hands in UE at 'terrain simulation' and perhaps overlay a rough GE or OpenRailMap track plan to visualise your route in WIP?
     
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  18. bremen

    bremen Active Member

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    Hi DTG Matt.

    1) Which can be a valid trinagle "budget" for a complex object? Looking at some UE4 guides theres isn't a "perfect" number but it depends on the overall scene complexity. A 5 axles steam engine with tender or a two bogies electric engine can go up to 300-400thousand triangles or are too many (without taking LOD(s) into consideration)?

    2) Based on your previous answer about Lidar data, which does not seems to be freely avaiable where I live (i'll have to double check), other format can be used instead? Like the classic hgt (RS/RW/TSC)?
     
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  19. maxipolo12

    maxipolo12 Well-Known Member

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    Can the editor help to delete some assets and reduce the stuttering?
    If I understood well, the loading of some assets increase the stuttering.

    Is the Stuttering problem on the table of the devs?
     
  20. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Absolutely do not waste any time trying to learn how to build routes in the stock UE4 editor - the whole way that we construct the route tiles for streaming, with real world coordinates and so forth is different. UE4 also has a limitation in that terrain tiles have a relatively low resolution of height change - something like if you want to be able to move a node in 1cm height increments you can only have about 1-2km total height change across the entire route. We've got a complex solution for this that works around it (all handled internally) and lots of other such things - that's how routes like Arosa and Vorarlberg are possible, certainly wouldn't be without it.

    I don't have a clue on poly budgets tbh - i think we vaguely have similar budgets to TS Classic but of course you can do much more detailed materials with heightmapping (cant remember the term for it) and that can get you a lot more actual "detail" without adding to the polys.

    LIDAR is available freely in a lot of places - i think we've only had to pay for lidar in one case and every other case it was free or small. It's getting more and more free though and I think that for example Germany has a commitment to be fully free by sometime in the near future. We do also support SRTM files that are much like the standard ones you'd use in TSC too, but honestly, the difference is not something you can go back to, it's like changing your 4K monitor for a CGA one, the new landscape material will not do anything with SRTM data as there's just nothing for it to use - it will need LIDAR to deliver the visuals you're seeing on the TSW4 routes.

    Get me an example and i'll go find out :)
     
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  21. josh_the_tech

    josh_the_tech Active Member

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    That’s perfect. That’s what I was hoping for, that I’d be able to make content for the TSW4 version of GWE. Thanks for the clarification. Time to start planning my scenario pack!
     
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  22. KrisKol

    KrisKol Active Member

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    I cant stand SRTM anymore.

    LiDAR is available for nearly everything I want to do anyway. Its in plain Naked .laz files though. I have the GIS applications with which to handle these things anyway.

    But one Question, Do you have to Install 4.26.2 of Unreal Engine first? (I know it WONT be the Chaos Physics based one)
    I have 5.2.1 Installed.

    I usually just keep the latest Version only, In order not to waste space. I got rid of 4.26 etc, ages ago. Since I thought "theres going to be no Editor for TSW, so why bother to keep it, and I uninstalled the 4.26 version. Is there anything I need to re download from Epic launcher?
     
  23. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Our editor is a full install of unreal engine, you dont need anything else.

    Matt.
     
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  24. KrisKol

    KrisKol Active Member

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    Great News. So it will appear in Epic Market Place, Or be Downloaded with TSW 4?

    I have a feeling I need another New 2TB SSD. I am going to buy a new one anyway, And I have a spare M.2 slot awaiting for it. Seems like I will have to just buy it sooner.
     
    Last edited: Aug 25, 2023
  25. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Other than it being on the Epic store somewhere - I don't know exactly where it will end up, I activated my previous test edition of it just by entering a code as we weren't on their store yet then either.

    Matt.
     
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  26. KrisKol

    KrisKol Active Member

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    So either way, I WILL still be needing that new 2TB SSD.
     
  27. bremen

    bremen Active Member

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    Thank you Matt. I'll do a better search for LIDAR data.

    Interesting. Did not know that there was such limitation in EU4.
     
  28. OldVern

    OldVern Well-Known Member

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    Indeed. The zig zag line in Peru probably ruled out or even routes like Oslo to Bergen which climb to quite a high summit.
     
  29. DTG Matt

    DTG Matt Executive Producer Staff Member

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    It's an interesting area where UE4 is behind even TS Classic! UE4 uses an "integer" to store the height value where as TS Classic uses a double, so there's a significantly bigger range available, an integer is a considerably smaller range by comparison. One of the many areas that we've had to uplift UE4 to meet the needs of a train sim :) In a "normal" game that UE4 is targetted at this really isn't an issue - you could just use models for the extremes or it's probably in the distance and you design around the limitations (which for normal purposes are hardly limitations).
     
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  30. maxipolo12

    maxipolo12 Well-Known Member

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    Do you stay with the 4.26 in the future ?
    Is the dlss integration in question?
     
  31. DTG Matt

    DTG Matt Executive Producer Staff Member

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    No plans to change from 4.26 at the moment - we've brought in a lot of bits of 4.27 to make the public editor work (and even a little odd bit here and there of UE5 even but only little bits).
     
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  32. bremen

    bremen Active Member

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    My usual route (never finished in MSTS, and in RS/RW/TSC) starts at around 2-300m and reach up to 835m. I hope it will be within "specs".
    Based on the BerninaBahn, which tops at 2,253m, it should not be an issue.

    Thank you. I'm reading some pages about the Z-scale. When is set to 100 generates a range (-256 to 256m) that is realy too small. Strange decision by Epic.
     
    Last edited: Aug 26, 2023
  33. OldVern

    OldVern Well-Known Member

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    I doubt any train sim could handle the Peruvian Central which basically goes from sea level to something like 15,600 feet above, not to mention the Andes towering even higher than that!
     
  34. DTG Matt

    DTG Matt Executive Producer Staff Member

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    With the system we've got implemented, every tile can be in its own z-space so this is not a problem - as long as you dont want to climb so much so steeply you exceed that - and there arent many trains could even handle it and those that do, wouldnt likely do it for long enough for it to be a problem frankly.

    If you see those occasional bad seams in the landscape btw, that's actually a side effect of this process - the fact that all the tiles are in their own z-space means that there isn't a common way for one tile to be "at the same height" as another tile because say z=100 on one tile might be z=-25 in the tile next to it. The tools we have get it pretty close and there are ways to close it up manually so mostly you dont see it, but, that's what that is.

    Matt.
     
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  35. KrisKol

    KrisKol Active Member

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    Thats a pretty strange limitation.

    But I dont think it will be affecting any Place that I will be creating.
     
  36. DTG Matt

    DTG Matt Executive Producer Staff Member

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    As I say, you dont have to worry about that limitation in TSW's editor, we fixed it :)
     
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  37. KrisKol

    KrisKol Active Member

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    Yes. I was getting a bit worried for a moment when I read that.
     
  38. fakenham

    fakenham Well-Known Member

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    Quick questions... Are we able to easily use different types of track in a route and blend them as in TSC? For example going from brown ballast wooden sleepers to new grey ballast concrete sleepers etc? Also, how easy is it to lay track with superelevation? Is it as painful as in TSC?! Can we lay canted track with pointwork? Thanks.
    Really looking forward to this editor....
     
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  39. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I think by and large positive answers to all those but i'm not a track guy so... i'll refrain from detail that will almost certainly be wrong :)

    Matt.
     
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  40. Will Marshall

    Will Marshall Active Member

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    Track Answers. I'm not a track guy but I do maintain the tools:

    Some track on some routes is set up to blend ballast colours (like the german track that can blend between grey and pink granite over distance), all track with the same ballast design and different sleepers/rail can be swapped between at will at any point.

    Superelevation is easy, you can modify it after having laid the track if you need to, along with track height and track rule and any properties within the track rule.

    Laying superelevated junctions is tricky but doable (expect to spend a good 30 minutes per junction getting it smooth) - you have to lay a normal junction, add the superelevation (which breaks the way the track renders) and then massage it until it's nice and smooth (adding track cuts, adjusting the relative rail heights at the V crossing. There are examples on some German routes from the last few years (Dresden Chemnitz? I recall Lukas building it very carefully).

    The key rule and limitation of TSW's track renderer is this: within a junction (between the switch rails and the crossing) the junction has to be planar - flat. It doesn't have to point perfectly up, but it does need to all be on one imaginary surface. Beyond that there are no rules and you can build barrel rolls if you really want to.
     
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  41. Maik Goltz

    Maik Goltz Well-Known Member

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    For German needs that really easy since the whole thing is canted, not each track for its own with the need of fiddling the crossing track to somewhat that works (it would not work IRL). Simply lay it out flat, then select the whole construction, and cant it over one edge (the curve inner one of course). Most people seems not to know that on a superelvated curved junction the outer track is higher than the inner to make that work.
     
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  42. fakenham

    fakenham Well-Known Member

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    Great, many thanks for taking the time to explain the track details Matt, Will and Maik. Can't wait to get my teeth into this.
     
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  43. Will Marshall

    Will Marshall Active Member

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    Oh that's actually a way better way of doing it. I think the specific case I was thinking of was a track that is turning towards the right (with superelevation) but diverges into a wider radius curve that was flat, maybe somesone can sleuth up the specific junction I'm thinking of. (Or I could ask Lukas!)
     
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  44. Perks390

    Perks390 Well-Known Member

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    In terms of the service mode/timetable editor. Is it possible to create the sort of timetables that Joe creates within the editor being provided? I'd love to create a new timetable for the likes of ECW.
     
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  45. cActUsjUiCe

    cActUsjUiCe Developer

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    Yes, 100%
     
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  46. Will Marshall

    Will Marshall Active Member

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    Yes. Exactly the same tools. Being able to simulate and package your own timetables is a top priority for us.

    I think people are going to be surprised just how much work it is to make a good timetable, though :)
     
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  47. OldVern

    OldVern Well-Known Member

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    Reference track laying, sounds like elements of both TSC and Trainz Procedural at work. In Trainz it can be very difficult to get the procedural junction to render properly if the radius is too tight or the diverging routes require to go off at different gradients. You need to insert a spline point just beyond the junction and keep it at the same height as the points.

    I assume TSW supports diamond crossings that the signalling can see without having to interlocking towers. I bet slip points are interesting!
     
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  48. Perks390

    Perks390 Well-Known Member

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    Excellent! I'm guessing it's not possible to modify existing timetables?
     
  49. pessitheghost

    pessitheghost Well-Known Member

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    Question - can assets be imported from TSC into TSW
     
  50. phil.elliott

    phil.elliott Well-Known Member

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    Out of interest, since I will not delude myself that I have either the time or ability to learn to use the editor, if somebody started building a route when it was released but took over a year for it to be finished - it could still be released on TSW5?

    I guess that's come out as a very leading question, which it isn't intended to be. So let me rephrase: If the project somebody creates takes a long time to finish (let's say 1-3 years), is it currently expected that it would still be possible to release it for whatever version of TSW is then being supported?

    Hmm. That's still somewhat leading, but hopefully you know what I'm trying to ask without asking an unanswerable question...
     
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