SMRY beat me to the punch, Mike, but from what I'm experiencing I think he's hit the nail on the head.
My initial impression is that the creative side of RL is very much what Greg Lane initially envisaged with Trainz (until someone I know pushed the boundaries with Robe River).
Vern:
There is at least one what is termed Quicktexture three-dimensional map called Kaikoura (NZ) and I have the distinct impression that it has been made from DEM or equivalent.
How this is made possible I have no idea.
The instructions for the game are very sparse and I mentioned same in a comment I made on the Rolling Line Steam page.
Franks (dev) responded immediately acknowledging same and invited me to help by writing a User guide, to which I said I'd be happy to do so.
In order to help I need to discover all the protocols available for the creation of a layout, and this is trial and error right now.
But it is an enjoyable experience, albeit frustrating at times until I find a method of (just one example) altering the gradient of track.
That took several Google searches!
My initial impression is that the creative side of RL is very much what Greg Lane initially envisaged with Trainz (until someone I know pushed the boundaries with Robe River).
Vern:
There is at least one what is termed Quicktexture three-dimensional map called Kaikoura (NZ) and I have the distinct impression that it has been made from DEM or equivalent.
How this is made possible I have no idea.
The instructions for the game are very sparse and I mentioned same in a comment I made on the Rolling Line Steam page.
Franks (dev) responded immediately acknowledging same and invited me to help by writing a User guide, to which I said I'd be happy to do so.
In order to help I need to discover all the protocols available for the creation of a layout, and this is trial and error right now.
But it is an enjoyable experience, albeit frustrating at times until I find a method of (just one example) altering the gradient of track.
That took several Google searches!
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