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How Hard Will Editing Be?


BigVern

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Looking ahead but a question it is worth touching on... how hard will it be to create our own routes, on a scale ranging from Trainz (easy-ish) to MSTS/TSC (challenging but do-able) and Zusi (very hard)?

Will there be support for DEM (terrain data) and mapping overlay?

What 3D modelling packages and paint packages will be supported and exporters available?

The signalling/dispatcher screens look very realistic, how hard will it be to set these up for a user created route?

Will objects, textures etc. in the default route(s) be available to use in user created routes?

Hopefully some of these questions can be answered.

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Good questions and I can't give any answers to them, but I have collected some posts from the devs on Discord that might give some pointers on how this would be.

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SDK will contain several editors, a track or roads are created in an external tool against the background of satellite images, while the environment is a plug-in for the editor built into the Unity engine.

We can generate terrain (shape and paint), vegetation, roads, power lines, water reservoirs, rivers, and buildings using geodetic data with a few clicks.

The SDK will be independent of the game launch itself.

We will be releasing the editing tools gradually. The rolling stock editor will appear first.
Having all editors available at once would make it difficult to respond quickly to your bugs and suggestions. (03.2022)

The mission editor appears first, then the vehicles editor, and then the tracks editor. (09.2022)

The vehicle editor will definitely be the first to appear, we will consider inviting selected creators to its tests before the official premiere. (12.2021)

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In-game editor or Unity with tools made by SimRail?
Unity Editor with our tools
But I would like to point out that this issue may still change. (09.2022)

If this is the case the "editors" will be in Unity with plug-ins made by SimRail. So it won't look like the in-game editor we know from both TS and Trainz. If they stick to this plan I recommend downloading Unity and start exploring the engine.

It might be a bit more complicated than many people are used to, but on the other hand most likely more flexible. Time will tell, I hope we soon get some more information from the devs regarding this topic.

Unity supports fbx, obj, blend, etc., and most image formats. Importing stuff should be a lot easier than we are used to comparing with TS and Trainz.

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4 minuty temu, Oystein napisał(a):

(...) Unity supports fbx, obj, blend, etc., and most image formats. Importing stuff should be a lot easier than we are used to comparing with TS and Trainz.

Thank you for this summarize \o/

Edited by hyzwar
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