manual:subwaysim:map_construction:create_level
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| manual:subwaysim:map_construction:create_level [2025/12/11 15:18] – created dcs | manual:subwaysim:map_construction:create_level [2025/12/15 12:08] (current) – dcs | ||
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| **Important: | **Important: | ||
| + | |||
| + | {{: | ||
| ---- | ---- | ||
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| * Enable the required checkboxes (as shown in the screenshot). | * Enable the required checkboxes (as shown in the screenshot). | ||
| * Click **OK**. | * Click **OK**. | ||
| + | |||
| + | {{: | ||
| + | {{: | ||
| Unreal Engine will now convert your world into streamed partitions. | Unreal Engine will now convert your world into streamed partitions. | ||
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| Since the map is new, it will be completely empty — no Landscape and no lighting. | Since the map is new, it will be completely empty — no Landscape and no lighting. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Setting the GameMode ===== | ||
| + | |||
| + | Another important step when preparing a new level is assigning the correct **GameMode**. | ||
| + | Without this step, SubwaySim 2 will not recognize that your map should run using the Lua-driven systems required for modding. | ||
| + | |||
| + | To set the GameMode: | ||
| + | |||
| + | * Open the **World Settings** panel | ||
| + | (found in the top-right menu under **Settings → World Settings**). | ||
| + | * In the World Settings, search for **GameMode Override**. | ||
| + | * Set the GameMode to: **BP_LuaGameMode** | ||
| + | |||
| + | {{: | ||
| + | |||
| + | This tells SubwaySim 2 that your map uses the Lua-based gameplay framework, ensuring that scripts, interactions, | ||
| ---- | ---- | ||
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| Loaded regions appear **blue** and allow you to place assets. | Loaded regions appear **blue** and allow you to place assets. | ||
| + | |||
| + | {{: | ||
| ---- | ---- | ||
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| ===== Adding Basic Lighting for Editing ===== | ===== Adding Basic Lighting for Editing ===== | ||
| - | To work inside the editor, | + | To work comfortably |
| + | Instead of manually placing individual lighting actors, we use a predefined Blueprint called **BP_Sky**. | ||
| - | * **SkyAtmosphere** | + | This Blueprint contains the complete temporary lighting setup required for editing maps inside Unreal Engine. |
| - | * **Directional Light** | + | |
| - | * **Skylight** | + | |
| - | Add them via the green **Add ( + )** button. | + | To add editor lighting: |
| + | |||
| + | * Open the **Content Drawer** | ||
| + | * Navigate to the following path inside the **SubwaySim2_Modding** plugin: | ||
| + | |||
| + | SubwaySim2_Modding / GameFramework / EditorTimeOnly | ||
| + | |||
| + | * Drag **BP_Sky** into your level | ||
| + | |||
| + | {{: | ||
| + | |||
| + | Once placed, the Blueprint automatically provides: | ||
| + | * Sky atmosphere | ||
| + | * Sun / directional lighting | ||
| + | * Ambient skylight | ||
| + | |||
| + | This lighting setup allows you to properly see and edit your map while working in the editor. | ||
| <WRAP center round info 800px centeralign> | <WRAP center round info 800px centeralign> | ||
| - | Because | + | SubwaySim 2 uses its own internal |
| - | For development purposes, you can still use temporary lighting | + | For licensing reasons, this system cannot be included |
| + | |||
| + | The **BP_Sky** Blueprint is therefore used only for editor work. | ||
| + | When the map is loaded | ||
| </ | </ | ||
| - | For more realistic preview lighting, enable | + | You can use the settings inside |
| + | These changes are only visual aids for development and do not affect | ||
| - | Adjust the **Directional Light** rotation (Y- and Z-axis) to simulate different times of day. | + | {{: |
| ---- | ---- | ||
| - | ===== Disabling | + | ===== Editor Lighting |
| - | Before exporting your map to SubwaySim 2, these editor | + | No additional steps are required |
| - | To do this: | + | Although BP_Sky is used as an editor lighting helper, it must not remain active during gameplay, as it would conflict with SubwaySim 2’s internal lighting system. |
| - | | + | For this reason, |
| - | * In the Details panel, disable **Visible**. | + | |
| + | * This ensures that BP_Sky exists only for editing inside Unreal Engine, but is removed immediately when the level starts running. | ||
| - | This hides the lights | + | This ensures that: |
| - | When editing again, simply enable | + | * The editor lighting setup never remains active |
| + | * The in-game | ||
| ---- | ---- | ||
| + | ===== Creating a Landscape ===== | ||
| + | |||
| + | To continue building your map, you will need a **Landscape** as the foundation for terrain, tracks, and world geometry. | ||
| + | |||
| + | To create one, switch to the **Landscape Mode**, which you can find in the mode selection at the upper left of the editor. | ||
| + | Alternatively, | ||
| + | |||
| + | **【⇧ Shift】 + 【2】** | ||
| + | |||
| + | Once you enter Landscape Mode, the editor will automatically detect that your level does not yet contain a landscape and will display a large grid of **green tiles**. | ||
| + | These tiles represent the area where the base landscape will be created. | ||
| + | |||
| + | Before generating the landscape, verify that all settings match the provided screenshot. | ||
| + | Correct settings are essential to ensure compatibility and proper terrain behavior. | ||
| + | |||
| + | After confirming the settings, click **Create**. | ||
| + | Your landscape will now be added to the world. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Expanding or Reducing the Landscape ===== | ||
| + | |||
| + | Landscapes in Unreal Engine are flexible and can be expanded or reduced in size. | ||
| + | |||
| + | To modify your landscape: | ||
| + | |||
| + | * Switch to the **Manage** tab within Landscape Mode. | ||
| + | * Use **Add** to place new tiles. | ||
| + | * Use **Delete** to remove tiles. | ||
| + | |||
| + | **Important: | ||
| + | You can only add landscape tiles at the **outer edges** of the existing landscape. | ||
| + | Extending the terrain from the center is not possible. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Next Steps ===== | ||
| + | |||
| + | With your landscape created, your map is now ready to be expanded further — whether by placing objects, adding environment details, or laying tracks. | ||
| + | For additional guidance on how to bring assets from other SDK plugins into your own mod, refer to: [[manual: | ||
| + | {{page> | ||
manual/subwaysim/map_construction/create_level.1765462693.txt.gz · Last modified: by dcs
