Hello all, Just wondering a few things. Been looking at screenshots of some of the routes. The ones released on ps store etc on page of the dlc etc and it looks very good. I know they have had tweaks perhaps or all in game from photo mode but which unreal engine is it running on? And what was tsw3 and predecessors on. Additionally is TOD4 and the whole system something that is created by unreal or something that dovetail has created? Apologies if I sound utterly clueless. Additionally do you reckon they will bring the game to unreal engine 5 or whatever the current version is anytime soon if its not on unreal engine 5 already? And do they use the unreal engine editor when building routes or something else? How do they do the promotional images also for the game as in the screenshots they have on ps store etc as some are very well took! Is it the in game photo mode or something else.
I'm also clueless about all this stuff but what I learned so far about TSW and the UE is that to upgrade to UE5 you would lose all existing routes and need to start building a new collection of routes. So I don't see them changing very soon to UE5
4.26 (so is at least the public PC Editor). I think it must be all UE 4. Not sure which exact Unreal 4 version they used for which exact TSW version though. Not quite sure how they were involded to create it, but when you build routes in the PC Editor, one of the first things you do is placing a TOD4 lighting actor into the level. There also is a TOD3 actor available, which I guess were used for older routes. Matt stated several times that this high probably won't be a thing for quite a long time ahead because it would be very complicated to port old UE4 routes and other core features to UE5. Dovetail build its own derivate of Unreal Engine 4, an adapted version which has tools for routebuilding the regular Unreal Engine installation don't has. Especially important is "Network Edit Mode" which contains several submodes for laying tracks, placing signals, placing OHLE or attaching things like level crossings or bumpers to tracks. Not quite sure which photos you're refering to, but either photo mode or another photo tool. I guess every company tweaks photos a little nowadays.
I should have attached a photo to clarify said things. I mean the photos from the ps store etc when you want to buy a dlc if that makes sense. Like the ps app for example. Attached below are examples of the ones I mean on ps store etc. It still looks great for being on unreal engine 4.
The first picture is from Photo Mode for sure as it has this focal blur (if I name it correctly) of the NPCs in the foreground of the picture. The second picture could even be taken in normal mode, but you see that it is from Photo Mode as well as the NPC at the left platform in front of the picture is blurred as well. Independent of Unreal Engine 4, The Goblin Line is a very well created route, so pictures might look better than on other TSW4 or even TOD4 routes. The only issue is the short length and the missing passenger announcements. But I high probably get it on a future sale as well.
Train Sim World 2020 ran on UE 4.16 Train Sim World 2 upgraded to UE 4.23 Train Sim World 2: Rush Hour upgraded to UE 4.26 Train Sim World 3 and 4 have also been running UE 4.26 The screenshots are from in-game, but it is likely they are from PC, rather than Playstation.
I agree immensely. Looking to get the Pacer next as my route. And cannot wait to see what comes next for UK routes.
As far as I know, TOD4 is an in-house skybox made by DTG including the weather system. There is a commercial skybox called Ultra Dynamic Sky, which basically has the exact same features (except for the realistic sun position calculation) but that one is quite a bit different.
Yes, I expected so because I couldn't find anything about a TOD4 in UE's documentation. At least at a quick search.
The TOD system is all our own and always has been. It just used to use the Ultra Dynamic skies prior to TOD4, before we replaced the sky system with the volumetric one that is part of the later Unreal Engine builds. When we build TSW originally, it had no equivalent to a time of day system at all (it does these days I think, but years after we made ours), and similarly things like lat/long systems etc it didnt have those and only gained those in some of the last ue4 updates i think. Matt.