Openbve News and Development

OpenBve Development => Development Classes => Topic started by: E-man-25 on Mar 23, 2021, 10:43 PM

Title: Getting Started
Post by: E-man-25 on Mar 23, 2021, 10:43 PM
Choosing your developer tools

The first step toward successful openBVE Development is knowing your developer tools, these tools will assist you in the most comprehensive and user-friendly way possible, in addition, increase your work efficiency, performance, and overall skillset. In existence, there currently are 6 official tools, all of which serve a very different purpose in the development process:

*Train Editor: A multi-purpose tool allowing you to modify/set the correct specifications of a train, they are, but not limited to: acceleration, deceleration, power notches, brake notches, brake type, train physics, and motor sounds. The tool reads and writes files with the name "train.dat"

*Train Editor2: This is a multi-purpose expansion/extension tool to the original Train Editor, while it may not be perfectly stable as the original, it aims to increase the efficiency and performance of certain things such as the ability to hear motor sounds while developing them, image-displayed cabs, and better user experience. The tool reads and writes multiple files which include: .te "Intermediate Files", .dat "train.dat" and .cfg "Panel and Sound Files"

*Object Viewer: Serves the purpose of viewing and measuring the necessary specifications of an object, as well as debugging. To understand the controls inside the program, observe the guidance icons and tooltips all around.

*Route Viewer: Roughly similar to the previous tool, but ONLY views and measures the necessary specifications of a route, as well as debugging.

*Car to XML Converter: Converts the commonly used image-displayed cab formats of extensions ".cfg" to an image-displayed cab format of ".xml"

*Object Bender: Combines a source object to a target object, only useful for the creation of curvature within objects using user-inputted specifications

To find your developer tools, go to your installation path/location and within the "openBVE/" directory you can find all 6 tools, not always will you require each tool, certain tools have their designated time and ideality, you won't always need to use TrainEditor2 rather than TrainEditor nor will you always need to convert your panel type to XML!

Honorable Third-party mentions(a.k.a Extra tools that I personally use)

*Notepad++: The most recommended coding tool by me, in comparison to the generic Notepad, this tool allows you to do various things and save a huge amount of time on many occasions, with its featured "Find" "Replace" "Simultaneous-line editor" "User-defined Color Coding" and much more, you can make the most out of openBVE development at a high pace

*Adobe Photoshop: Top-tier tool used for texture work, all your texture editing needs can be fulfilled right here!

*Adobe Illustrator: Another Top-tier tool similar to Photoshop, but used for a different need... If you wish to re-create MTA maps, strip maps, ads, and other illustrations, it can easily be done here

*Sketchup: Professional modeling tool, very useful to save time and hugely increase the efficiency of large structures or complex geometry (in-game performance impact WARNING)

Title: Re: Getting Started
Post by: Trainkidkris on Mar 24, 2021, 10:18 AM