Thank you to all TSW Pioneers for taking part. You have really made a difference by providing us with invaluable feedback that is being used to improve the simulator prior to the final release in February 2017.
We will leave the forums open until 2nd January 2017, so you can continue to post your thoughts, ideas and suggestions. We hope you have all enjoyed your first glimpse at the future of train simulation and are looking forward to the full release.
You can stay up-to-date on all the latest news and updates on Train Sim World, at our website at http://www.train-simulator.com or our Facebook page at http://www.facebook.com/railsimulator.
радиомастер писал(а):Ширше мыслить надо , как насчет спрыгнутьна ходу с поезда или бросится под него ?
My standing recommendation to any would-be content creators is to get the free UE4 download and start learning how it works.
Things you CAN do:
- Import shapes, set them up with materials and make them look awesome in the world - static and animated scenery you can build right now because that's just UE4. Locos - well, build them and import them as skeletal meshes, get them looking awesome with the right materials etc but that's as far as you can go, you'll still have a lot to do when you get tools but at least it will get the art side ready to go.
- Learn UE4's blueprint system, even if you normally wouldn't do scripting or anything, all our artists now have at least a basic grip on this because you can use a bit of blueprint to create good solutions for your art as well as understanding how you might make more intelligent art - e.g. an asset that can adjust itself automatically or offer up more options to the person using it in a route. One example is one of our artists made a road sign - and with a bunch of options added to the editor UI it can be set to various signs, various pole styles and so forth, without having to add tons of assets to clutter up the library.
Things you CANT do:
- While UE4 has a terrain system, it has no lat/long world coordinate system, we have done a tremendous amount of work representing the Earth in UE4 with a real coordinate system as well as changing how the streaming works, and coping with the low detail that UE4 has for height data - so I would perhaps learn the tools that are there including terrain painting etc, but understand that we've made a lot of changes to terrain so that it works for train sim routes (which are really quite unlike anything Unreal has tried to do before!).
- Don't try to make train controls interactive - we have a completely proprietary system for it that we've added in to speed up the process that is more tuned to what we need in the game. Of course if you want to have a lamp post with a light switch as scenery in the world, or doors that swing open - no reason you shouldn't practice figuring out how that works as that's a simple bit of blueprint - just be aware that trains have their own interactive system.
I think the single biggest best use of your time as a 3D content creator is to do whatever you can to learn the material system and how PBR materials work, how to get the best out of them on your content etc. Making something work versus making something awesome are different beasts entirely
In terms of tools...
We still use 3DS Max so official guidance will still be for that, because that's what we know. However Unreal fully supports Blender, which is free. So if you haven't made the move to Blender yet I really would strongly advise doing so, unless your tool also fully supports the FBX format. All the material stuff is done in UE4 - so as long as you can make a suitably detailed mesh, texture it, set up the hierarchy and set up animations the way that UE4 needs them then your tools should work fine. That's mostly stuff you can practice and "kick the tyres" on now though.
We also use Quixel, or you can use Substance, to do the materials - those are commercial tools, you can live without them, but my word they make life easier. I think there are hobbyist priced versions of Substance on Steam, not sure about Quixel, I think there is too.
We use photoshop for textures - but any suitable art system like the free Paint.NET or GIMP packages ought to do perfectly well.
That's it really for 3D content tools I think.
Of course a flat box with a texture on it will work in UE4 so you could bring a 3D model that you built for TS1 in to TSW - indeed the first handful of models we imported ourselves for testing were just TS1 models of various types, in order to help get some of the tech working prior to there being a model specifically built for TSW.
However - if you look back at models that have been built for something like MSTS and see how they look when they're brought in to TS1 you'll see that they are extremely unsatisfactory, even the best models - without a large amount of work you're ultimately (imho) going to be less satisfied with what you end up with.
We took one of our highest detail models and spent some time to make it look better in TSW and get it working and were really happy with it - until the artist then completed the GP38-2 (which was the first dedicated TSW model) and when you hold the two side by side the difference is absolutely stark.
You also can't just import the mesh - it'll need restructuring in to a slightly different hierarchy, but more importantly you'll really want to take a lot of time to get the material set up right. There are a fixed set of materials in TS1 which cope with various specific circumstances - but in TSW you need to set it up completely, essentially the material side of things is completely new but it's also one of the most important things to get right to make something look next-gen.
Bottom line - yes, it's possible, but there's a bunch of work to actually make it look half decent in the Unreal world.
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