Enabling nearly everything

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Re: Enabling nearly everything

Unread postby cbff33 » Thu Mar 09, 2017 4:01 pm

ssbobz wrote:Right now I just have the terrain ready and I'm trying to decide what track and building sets fit the route. I'm not very familiar with the assets yet so I don't know which route(s) are going to have the majority of the things I want to use. I've been loading them separately and looking around the world editor but I was thinking it might be faster to load up several and poke around that way.



What I did was just start a couple tile flat route, and then just activate various content to see what is in it, so I can determine whether to use it in my actual route.
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Re: Enabling nearly everything

Unread postby BoostedFridge » Thu Mar 09, 2017 4:23 pm

ssbobz wrote:Right now I just have the terrain ready and I'm trying to decide what track and building sets fit the route. I'm not very familiar with the assets yet so I don't know which route(s) are going to have the majority of the things I want to use. I've been loading them separately and looking around the world editor but I was thinking it might be faster to load up several and poke around that way.


My suggestion when deciding what DLC/route to base your route template on is to find the one that has:

Ground textures that closest match those in your routes area. I cannot overstate how important this is.

Major landmark assets close to those on your route. (Big bridges, buildings, etc)

Time period correct assets.

Flora that fits the region.


You can have the assets of many DLC sources for a route, but adding additional ground textures is a pain. So choosing the right 'route' to use for your route template is very important.

It's good to familiarize yourself with the selection of freeware assets available as well. Look through the models section in the file library here.

http://railworksamerica.com/index.php/download-library/models
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