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manual:subwaysim:map_construction:create_level [2025/12/11 15:18] – created dcsmanual:subwaysim:map_construction:create_level [2025/12/15 12:08] (current) dcs
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 **Important:** No spaces, no special characters, and no umlauts. **Important:** No spaces, no special characters, and no umlauts.
 +
 +{{:manual:subwaysim:map_construction:createlevel4.png?nolink&300|}}
  
 ---- ----
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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**.
 +
 +{{:manual:subwaysim:map_construction:createlevel5.png?direct&1000|}}
 +{{:manual:subwaysim:map_construction:createlevel1.png?nolink&500|}}
  
 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**
 +
 +{{:manual:subwaysim:map_construction:createlevel6.png?direct&1000|}}
 +
 +This tells SubwaySim 2 that your map uses the Lua-based gameplay framework, ensuring that scripts, interactions, and mod functionalities behave as expected in-game.
  
 ---- ----
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 Loaded regions appear **blue** and allow you to place assets. Loaded regions appear **blue** and allow you to place assets.
 +
 +{{:manual:subwaysim:map_construction:createlevel8.png?nolink&400|}}
  
 ---- ----
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 ===== Adding Basic Lighting for Editing ===== ===== Adding Basic Lighting for Editing =====
  
-To work inside the editor, add temporary lighting:+To work comfortably inside the editor, SubwaySim 2 provides a dedicated **editor-only lighting setup**.   
 +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 
 + 
 +{{:manual:subwaysim:map_construction:createlevel2.png?direct&1000|}} 
 + 
 +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 Core lighting system, lighting placed in your modded map will appear *in additionto the game's lighting and will not react to in-game time.   +SubwaySim 2 uses its own internal Core lighting system at runtime.   
-For development purposes, you can still use temporary lighting in the editor.+For licensing reasonsthis system cannot be included in the Modding SDK. 
 + 
 +The **BP_Sky** Blueprint is therefore used only for editor work.   
 +When the map is loaded in the game, this Blueprint is automatically removed and replaced by the game's native lighting system.
 </WRAP> </WRAP>
  
-For more realistic preview lighting, enable **Real Time Capture** in the Skylight settings.+You can use the settings inside **BP_Sky** to roughly preview different times of day while editing.   
 +These changes are only visual aids for development and do not affect the final in-game lighting.
  
-Adjust the **Directional Light** rotation (Y- and Z-axis) to simulate different times of day.+{{:manual:subwaysim:map_construction:createlevel3.png?nolink&300|}}
  
 ---- ----
  
-===== Disabling Editor Lighting Before Export =====+===== Editor Lighting Behavior in Game =====
  
-Before exporting your map to SubwaySim 2, these editor lights must be disabled so they do not appear in the game.+No additional steps are required to disable editor lighting before exporting the map.
  
-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.
  
-  Select **SkyAtmosphere**, **Directional Light**, and **Skylight**. +For this reason, **BP_Sky destroys itself at runtime**
-  * In the Details paneldisable **Visible**.+  Inside the BP_Sky Blueprintthe **Event BeginPlay** triggers a **Destroy Actor** node
 +  * This ensures that BP_Sky exists only for editing inside Unreal Enginebut is removed immediately when the level starts running.
  
-This hides the lights in the game while keeping them available for further editing.   +This ensures that: 
-When editing again, simply enable **Visible** to restore the lighting.+  * The editor lighting setup never remains active in the final game 
 +  The in-game lighting system remains fully controlled by SubwaySim 2
  
 ---- ----
  
 +===== 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, you can open it using the shortcut:
 +
 +**【⇧ 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.
 +
 +{{:manual:subwaysim:map_construction:createlevel10.png?direct&1000|}}
 +
 +----
 +
 +===== 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.
 +
 +{{:manual:subwaysim:map_construction:createlevel11.png?direct&1000|}}
 +
 +----
 +
 +===== 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:subwaysim:map_construction:migrate_assets|Migrating Assets into a User Plugin]]
  
 +{{page>manual:footer}}
manual/subwaysim/map_construction/create_level.1765462693.txt.gz · Last modified: by dcs

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