How to load a route in the TSW Unofficial Editor (v0.2 and up)
To start with you should know the tile's location, if you don't just use the ShowDebug console command to see the current tile, I won't explain how here.
Now that you know the position you can create a new level in the Tiles sub-folder, to keep with DTG's naming convention I would use a prefix you chose for yourself and follow this up with _x☐☐_y☐☐ for the position. I choose MPP_x2_y65, the name you choose will now appear in the "Level" tab's hierarchy, if not just reload the level you enabled World Composition on. Double-click a tile to load it.
Now, the level needs to be positioned in the game world, because as I explained earlier, the names don't actually matter. For this open the "Level Details" window by clicking on the "Summon level details" button here.
In the new "Level Details" window you will enter the tile's position you also used in the level name multiplied by 100000.
So MPP_x2_y65 needs 200000 as the x and 6500000 as the y value, and don't forget to make sure that "Inspect level" is set to the correct tile. If not, double-click the correct tile in the hierarchy of the "Levels" tab and then select the tile in the "Inspect level" dropdown.
Now, to tell UE and the game where the tile ends and beginns, a "Level Bounds" actor needs to be added. Before make sure that the correct tile is the active level, as described above by double clicking the level in the hierarchy.
A "LevelBounds" actor is actually added automatically when creating the level, but it needs some adjusting. To change any values first, "Auto Update Bounds" needs to be false, then the position can be adjusted to the same values which you used for the position in the "Level Details" and the scale to these exact values:
x = 100000,0
y = 100000,0
z = 2097150,0
If you want to check if everything has worked so far, cook and pak the mod and use the console command Stat LEVELS in the area where your tile is and look for your tile.
To be continuied...