TSW Unofficial Edior v0.2
Basic modding knowledge
Extracted DLC files in Editor
To start out some TSW map basics:
TSW uses Unreal Engine's world compositing feature
Tiles can be called whatever they want, and include whatever they want, but for simplicity's sake, DTG setup a few tile categories (but even still, sometimes OHLE can appear in scenery tiles, sometimes in track scenery tiles):
Track Tile (TT)
Track Scenery Tile (TS)
Scenery Tile (ST)
Landscape Tile (LT)
Scenario Scenery Tile (SST)
They have te following naming convention: [TYPE]_x[x-offset]_y[y-offset]
Now onto the guide
To start out, navigate to the DLC's "Map" folder, should be directly under the DLC's root directory, right-click there, and create a new Level like so. You can name this level whatever you, and then open it.
This level is not required in the final pak, but is required in editor to be able to see the necessary world compositing options in the tiles.
Next up, go to the "Window" option above the UE4 Toolbar and enable "Levels", which we are going to need later on, and "World Settings" like this.
Now it is time to enable "World Composition". To do this, in the newly opened "World Settings" window, look under "World" for the tickbox with "Enable World Composition" next to it, and tick it. You'll get a message saying something like this:
World Composition auto-discovers sub-levels by scanning the folder the level is saved in, and all sub-folders. 649 level files were found in /MunichAugsburg/Map and will be added as sub-levels. Do you want to continue?
Just hit ok and let the Editor do the work.
Now, you could theoretically already start loading tiles, but I personally prefer to be able to see something, so now we are going to add a "Directional Light", a "Atmospheric Fog", and a "Sky Light" through the "Place Actors" list (by default on the left side of your screen). Drag the actors I listed above into the viewport to add them. Best do the Sky Light last, it's kinda finicky.
Next up you want to select the Directonal Light you added in the Viewport or in the World Outliner and enable "Atmosphere Sun Light" under the "Atmosphere and Cloud" category. Now you can rotate the Directonal Light to affect the time of day.
Also while you're at it you can turn down the Light Intensity of the Directonal Light from 10 lux to 5 lux, just looks better in my opinion, but you do you.
Now we are ready to load tiles. In the "Levels" window we opened earlier you can expand the DLC name + Map (e.g. MunichAugsburgMap) entry (don't open it, if you accidentaly do: right-click → Unload) and double-click on a tile to load it. But beware of a few things:
If you load too many tiles your PC will catch fire
On routes with newer technologies loading TS or TT tiles can crash the Editor. So try removing anything from the "RailNetwork" folder that is not strictly required. (Munich - Augsburg which I've been using as a example works 100% fine out of the box)
Loading a Track Scenery tile without the correspsonding Track Tile loaded will crash the Editor
Now you probably want to get to where all the scenery is, to do so double click on a object in the World Outliner to fly over to it.
I also recomend to use the search field of the World Outliner to search for "AudioInterior" and to then click and drag on all the eyes to disable some black boxes which, guess what, mark interiors for audio mixing. You also want to do the same with "Collision" to get rid of the invisible walls which actually are not invisible, but solid black, in the Editor.
You can utilise the loaded route to...
get Ribbon Range Refrences through "NetworkRenderProxyActor" inhereted "NetworkRenderComponent_0"s in Track Scenery Tiles
use Track Tiles to get marker dropdowns in Scenary Designer Assets
or just use the loaded route as a refrence for placing scenery in custom tiles