MSTS2 - Will it play the MSTS1 add-ons?

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MSTS2 - Will it play the MSTS1 add-ons?

Postby connorurry on Wed Oct 29, 2008 10:01 am

Just wanting to find out, will MSTS2 be able to play MSTS1 add-ons such as Dorset Coast v3, Yorkshire Coast, Tallyan Railway?
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby CaptScarlet on Wed Oct 29, 2008 10:05 am

connorurry wrote:Just wanting to find out, will MSTS2 be able to play MSTS1 add-ons such as Dorset Coast v3, Yorkshire Coast, Tallyan Railway?


The short answer is no.

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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby dkightley on Wed Oct 29, 2008 10:06 am

You'll have to have a read of the topics in the forum, and the TS2 website....

MSTS add-ons will not work with TS2.
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby CaptainBazza on Wed Oct 29, 2008 11:01 am

I think you have to qualify that statement - TS1 add-on models will not directly work in TS2. What comes next I'm sure a lot of people are interested in.

Cheers Bazza
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby JunGRail on Mon Dec 15, 2008 11:18 pm

Leave us hanging why don't you! the list of third party developers already noted by the TS Team speak a million words as to who to expect to continue the saga (sarcasm included in first line) 8)

Great Eastern updated to run in MSTS 2 will be really good, hopefully the extension to Hertford East as well ;)
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby dkightley on Mon Dec 15, 2008 11:34 pm

The definitive is that MSTS routes will not work in any way whatsoever on TS2. So the xxxx route cannot be "converted" to work on TS2.

What can happen, though, is that model authors who have built rolling stock and scenery items will, if the have the original 3d design program source for the models, be able to increase the level of detail, re-texture and re-export them to the file format required by TS2. This can happen NOW if the original source is in 3DCanvas or GMax. I'm not sure if anyone has tried getting TSM created models exported to a format that the FSX utility can read.

It may not be possible to transfer track layout, signal placements, scenery placement and ground textures over to TS2....although I won't put it past someone trying to create a utility to do so. But, as there are likely to be so many positional problems, I don't think anyone will try.
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby willburton on Tue Dec 16, 2008 6:24 pm

A small correction, The original source does not necessarily have to be in 3DCanvas or GMax, it just has to be in a format that can be converted to 3ds Max.

dkightley wrote:.

What can happen, though, is that model authors who have built rolling stock and scenery items will, if the have the original 3d design program source for the models, be able to increase the level of detail, re-texture and re-export them to the file format required by TS2. This can happen NOW if the original source is in 3DCanvas or GMax. I'm not sure if anyone has tried getting TSM created models exported to a format that the FSX utility can read.
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby dkightley on Tue Dec 16, 2008 7:52 pm

I don't think I said the source HAD to be in either 3DCanvas or GMax. What I did say was that both of these programs currently have the capability of exporting directly into the modified DirectX file format that FSX uses...and TS2 will use as well.

I have no doubt that other 3d packages will have the capability built into them to export to this particular format....and also the capability of exporting to a format that 3DCanvas, GMax, or 3ds Max can read for subsequent exporting into FSX/TS2.
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby willburton on Tue Dec 16, 2008 11:09 pm

Sorry, it looked like that's what you meant from your wording.
But you are right, so there's no reason why people can't begin stockpiling assets in a file format of their choice for when the game is eventually released.
I am currently building assets for Rail Simulator using Maya, and I would like to make the same models available in TS2 when the time comes. It would make an interesting comparison.
dkightley wrote:This can happen NOW if the original source is in 3DCanvas or GMax.


dkightley wrote:I don't think I said the source HAD to be in either 3DCanvas or GMax. What I did say was that both of these programs currently have the capability of exporting directly into the modified DirectX file format that FSX uses...and TS2 will use as well.

I have no doubt that other 3d packages will have the capability built into them to export to this particular format....and also the capability of exporting to a format that 3DCanvas, GMax, or 3ds Max can read for subsequent exporting into FSX/TS2.
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby jkxx74 on Fri Jan 09, 2009 4:32 am

It may not be possible to transfer track layout, signal placements, scenery placement and ground textures over to TS2....although I won't put it past someone trying to create a utility to do so. But, as there are likely to be so many positional problems, I don't think anyone will try.


If anyone did it'd most likely be me :D
However, considering the differences in detail levels between the new and old sim, "converted" routes aren't likely to resemble the original much, if at all. Other than that I do have existing code that can make sense of MSTS track databases so getting that part of the conversion may be a distant possibility. Certainly there is plenty of high quality track work already produced for MSTS.

Just a few thoughts.

Regards,

jkxx
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby dkightley on Fri Jan 09, 2009 10:05 am

I'm still convinced that direct conversion is not going to be a useable option, as very few routes have been built in MSTS with a placement accuracy that would be good enough to match up with the WOR path. However I do think that a utility such as Tim Booth's Track Viewer will be an invaluble tool in providing the right sort of guidance information to allow track to be laid swifter in TS2.
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby growler37 on Sat Jan 10, 2009 7:23 pm

Hi
I think Doug is correct in what he says ,MSTS2 will be worlds away from MSTS1,in fact the only thing they will have in common will be the MSTS in the title.
This means everyone starts from scratch,just like RS, there will be a steep learning curve to find out what makes what tick,so user content will be slow,if MSTS2 has as much content as RS now has after 12 months or so, i think it will have done very well.
i think patience will be the watchword,i really dont think trying to convert MSTS1 items for MSTS2 is really viable it would involve too much work for what would probably be mixed results,graphics quality has leapt ahead since MSTS1 was released, but this is only my oppinion.
best wishes
kevin
CORNWALL THE LAND OF PASTIES AND TREVITHICK! INVENTOR OF THE STEAM LOCO.
BUILDER OF THE WEST SOMERSET RAILWAY ROUTE FOR RS.
BUILDING THE WEST CORNWALL 1950,S ROUTE INCLUDING THE HELSTON,ST IVES,HAYLE WHARVES,BRANCHES
AND MAINLINE FROM PENZANCE FOR RW.
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Re: MSTS2 - Will it play the MSTS1 add-ons?

Postby dkightley on Sat Jan 10, 2009 8:19 pm

I think the viability of creating TS2 versions of MSTS scenery objects is going to very hit and miss. Obviously, the 3D graphics source will be needed...so its only the authors who will be able to to it, and it will be the level of detail in the individual models that will determine if its easier to start from scratch or not. Either way, every object will need to be re-textured to take advantage of the newer graphics features.

The one good thing is that with the knowledge that there's unlikely to be any UK scenery objects provided with TS2, then there's absolutely nothing stopping us from making a start with putting together a library of basic scenery items such as platforms, signals, signal boxes, bridges, etc. Decapod (Paul Gausden) has already produced an exporter for 3DCanvas, and I've produced a set of tutorials to get started with. At the very least, we can get the first "learning curve" started now! I already have my first TS2 scenery item completed...and a few more built ready for texturing.

Track laying, scenery placement, and all the other skills we'll need to put an enhanced route together will obviously have to wait until Microsoft either release information ahead of the release date, or until TS2 hits the shelves.
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