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Will there be a route editor in Train Sim World?
This because they seem to be releasing new routes and trains and such, but no info on the route editor.
So does anyone know more about this?
A comment over at UKTrainsim I heard Matt say at some point, probably on his stream, that he can't just give us the tools that DTG are using as it would also require giving us DTG's code as well and that's not going to happen.
Rudolf Heijink is starting to develop an RWTools type utility for TSW:
A comment over at UKTrainsim I heard Matt say at some point, probably on his stream, that he can't just give us the tools that DTG are using as it would also require giving us DTG's code as well and that's not going to happen.
Rudolf Heijink is starting to develop an RWTools type utility for TSW:
Joomla! - the dynamic portal engine and content management system
chris
Ah, thanks
I understand we cant use the editor their using as they are using the editor of the game engine their using, if we would want to use that editor, we indeed also need all the project files with it.
But how can someone start developing an editor when you have no idea how DTG is saving files(since they don't seem to be using any yet exept the engine's one)?
Right now, the UE4 engine has an open editor that can be used to create TSW content. You don't need DTG tools to do that. But they are not community friendly. If you do a google search, you will find people have deciphered the format of TSW game files.
Chris
"True rail fans have two favorite railroads. The B&O and one other."
Right now, the UE4 engine has an open editor that can be used to create TSW content. You don't need DTG tools to do that. But they are not community friendly. If you do a google search, you will find people have deciphered the format of TSW game files.
Well i know they have something called unrealed, but its kinda old and not really ideal for simulation creating.
But maybe you meant something else.
But could you maybe point me at a link where peaple have deciphered the format of TSW game files?
I thought they were still using UE4 export functions and i thought those havent been reverse-engeneerd yet(exept model files).
Could you maybe link me too that editor too?
and @Edwin, yeah, your right on that.
We are developing a train simulator in unreal engine too(but had the idea earlier XD )and we started building a scene designer few weeks after TSW release and have alreaddy finished it.
So, yeah....
AFAIK both on RWA and Trainsim.DE boards they have unpacked the .pak files and examined their contents.
Attempts have been made to extract the textures, repaint them, and put them back in. So far without success in creating a separate repaint, as probably a lot of names and references need to be changed too.
Edwin "Kanawha"
sigpic The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
Despite my lack of sympathy or love for DTG I think we have to tread carefully when it comes to telling people how to reverse engineer the software to get at the content. Sure that's against the game EULA and CoC here, for which a very prominent (former) member (JKY) has previously been pariahed for suggesting/trying to implement something similar for MSTS...
That Steam thread does tend to sum things up nicely though, seems DTG don't actually understand their own code or how it interfaces with the proprietary game engine they bought into. If I was Peter Jackson, I would seriously be looking at how I could spin the dumping of UE4 and go back to an in-house game engine (Railworks 4???) which is more suited to a railway simulation and offering the sandbox tools much wanted by the community. Wouldn't be the first time a train sim developer did a 180 - Auran pushed Trainz Classics (very similar concept to TSW but with 2003 era graphics) then realised people didn't want to buy a succession of single route releases, so came up with TS2010 instead.
Despite my lack of sympathy or love for DTG I think we have to tread carefully when it comes to telling people how to reverse engineer the software to get at the content. Sure that's against the game EULA and CoC here, for which a very prominent (former) member (JKY) has previously been pariahed for suggesting/trying to implement something similar for MSTS...
That Steam thread does tend to sum things up nicely though, seems DTG don't actually understand their own code or how it interfaces with the proprietary game engine they bought into. If I was Peter Jackson, I would seriously be looking at how I could spin the dumping of UE4 and go back to an in-house game engine (Railworks 4???) which is more suited to a railway simulation and offering the sandbox tools much wanted by the community. Wouldn't be the first time a train sim developer did a 180 - Auran pushed Trainz Classics (very similar concept to TSW but with 2003 era graphics) then realised people didn't want to buy a succession of single route releases, so came up with TS2010 instead.
Well, i m curious makes you think they don't understand their code?
And why do you think they should ditch unreal and stuck to their own engine?(or kuju engine?)
Well, i m curious makes you think they don't understand their code?
And why do you think they should ditch unreal and stuck to their own engine?(or kuju engine?)
Well for starters when they admit on Steam about the butterfly effect, implies at best a certain lack of confidence in their ability.
As regards the rest, well just look back through the catalogue of threads on here about shortcomings with TSW vs. TS20xx, then there's the whole issue of whether UE4 can even support an open sandbox editor as we have become accustomed to in other sims. By this stage it seems apparent either they can't do it, or don't want to.
Well for starters when they admit on Steam about the butterfly effect, implies at best a certain lack of confidence in their ability.
As regards the rest, well just look back through the catalogue of threads on here about shortcomings with TSW vs. TS20xx, then there's the whole issue of whether UE4 can even support an open sandbox editor as we have become accustomed to in other sims. By this stage it seems apparent either they can't do it, or don't want to.
Ah i see, well the fact that they mention the utterfly effect as a reason to not solve bugs does sound quite weird though.
But unreal can easely handle a good train sim.
As some may know, i m working on one and it is going fine.
We already have a route editor and it can handle open terrains fine, and we programmed it so it can in theory be unlimited big.(you do need enough hdd space).
So it can be done in unreal, they are just struggling to do so.
Now i have never used their engine, but i dont think it is that hard to build a level editor.
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