Hack wrote:A bit of thread drift, no?
Yes indeed. I have been working on a route for a few years now, and ceased operations as soon as I played with TSW. The graphics and game play, IMHO, is pretty amazing. I go back and forth between flight simming and train simming and in both worlds, we move on to new platforms. FSX, while still a great platform, is dying on the vine, replaced by Prepare 3d, which to me, looks the same, but whatever. DCS World is moving on to 2.5 and all for good reasons. The tech framework is constantly changing and game makers are going with it.
From the sniffing around that I've done, I know that TSW is built on the Unreal Engine platform (UE4), which looks to be a very powerful and versatile game engine which works on Mac as well as MS. While DT has not put out any tools yet, to my knowledge, the game engine is available for free and like Blender, there are plenty of YouTube vids and tutorials out there to help us get our feet wet. Here is the link to UE4:
https://docs.unrealengine.com/latest/INT/GettingStarted/index.html You can download the Unreal Engine dealio from this page; you merely have to set up an account.
At first glance, you might go all apoplectic (I did- another bunch of new tools to learn), but being that it is in prolific use out there in the gaming community, there should be a lot of resources to help us along. I downloaded the UE4 engine yesterday, but have not tinkered with it yet (I'm afraid...

), but there are some things right up front that I see that are positives: First up, for you Blender users! There is no need for a secondary exporting script... You merely export your mesh as an autocad format, but what is different, is that materials are exported individually, instead of in one fell swoop. This, and I don't use 3d Crafter, so I didn't look for this, but I imagine it's similar, can simplify the use of all those different shaders that we used in the BP editor. It looks to me like you add them from a menu in the UE4 GUI.
I've also googled how to load DEM data into UE4, and it appears to be on a similar difficulty level as TS.
Soooo, I'm not trying to sell this, but I'm just looking at the glass half full. My guess is, that you could make a whole new Train Game in Unreal Engine and call it whatever you want, like HackWorld or Dogrokket's Train Sim, but I have no desire to go charging down a dark road with no lights on!
If I were DTG, I would be working on a subroutine that standardizes that editing process and keeps all TSW DLC and home developers on the same page, so to speak. I really don't want to have to devote time to making track, trees, grass, dirt, dirty snow, yellow snow, etc, I want to have some of the basic framework that the BP Editor gave us in TS. That said, from what I see, it should be doable and in the long run, the possibilities will pay off. Heck, the first time I delved into TSW, I thought I was in a photographic movie world! Long story short, UE4 looks to be a great game engine. We just need DTG to build a framework that we can work in.
Down another rabbit hole we go....