Now from a locomotive Content Creator's point of view regarding TANE, yes, I am holding off with creating further content for TANE only up to the first LOD. For the simple reason as new tags are getting introduced and some of these will/might/have been changed or are still getting changed and are not yet fully documented (what is the use of getting any further in creating than having to chop and change later on)? Initially, after TANE's first release and I being a Kick Starter supporter with high hopes and expectations for TANE, especial after all the hype being created by N3V, I was certainly very disappointed with what was initially presented as a Train Simulation.
Now getting towards Christmas I can see a glimmer of hope on the horizon with TANE but having said all the above, TANE should not need 4 Service Packs (referring to others quoting TRS04) to get some functionality as a Train Simulator. My biggest beef about TANE is, by N3V saying, if a CC creates for TS12, this will be good enough for TANE, which is an illogical statement by N3V. Just try any locomotive with certain night mode, some auto numbering, some reflection, normal mapping, certain scripting, overall lighting etc., where one will find some of these features working beautifully and correctly in TS12, are still not working as they should in TANE.
Why should I as a Content Creator spend countless hours "fixing" for free my past created content just to please the coders at N3V when they might/can/will not change their code to accommodate TS12 content correctly and fault free for TANE? I have much better things to do, similar I guess as have some/many other Content Creators, who simply gave up creating, while either not yet knowing what is correct content creating for TANE or can not find information, if available, to get started again.
Interestingly, most of their own created or build in content is faulty, it really is, only this does not show up as faulty in CM as they, N3V use the trick in their code to suppress such assets of being faulty and hence, these "faulty" assets, which suddenly are not "faulty" by a slight of hand in the code, merrily and happily perform in TANE. Never mind, if these mentioned build in assets are the real reason of performance loss and we all as Content Creators now have to deal with much stricter content creating to compensate for the "build in" content.
Well might you ask, how do I know of most build in content performing fault free, well, N3V uses some of my previous creations as build ins, where these are locked in the JA code of TANE but should I import the same by me created asset into TANE (possibly with a different Kuid number) I will get errors with some of these assets.
Hence I am laying low and wait with content creating, I recently got my 3DS Max creating Mojo back and I started creating again and I am still waiting and still waiting and still waiting until it is safe for me to release anything unto the DLS until I fully know it is safe to do so. You might find, other Content Creators might have given content creating away either completely or are similar waiting as I am, to get to work in a final TANE version, whenever this might be.
My opinion
VinnyBarb
Now getting towards Christmas I can see a glimmer of hope on the horizon with TANE but having said all the above, TANE should not need 4 Service Packs (referring to others quoting TRS04) to get some functionality as a Train Simulator. My biggest beef about TANE is, by N3V saying, if a CC creates for TS12, this will be good enough for TANE, which is an illogical statement by N3V. Just try any locomotive with certain night mode, some auto numbering, some reflection, normal mapping, certain scripting, overall lighting etc., where one will find some of these features working beautifully and correctly in TS12, are still not working as they should in TANE.
Why should I as a Content Creator spend countless hours "fixing" for free my past created content just to please the coders at N3V when they might/can/will not change their code to accommodate TS12 content correctly and fault free for TANE? I have much better things to do, similar I guess as have some/many other Content Creators, who simply gave up creating, while either not yet knowing what is correct content creating for TANE or can not find information, if available, to get started again.
Interestingly, most of their own created or build in content is faulty, it really is, only this does not show up as faulty in CM as they, N3V use the trick in their code to suppress such assets of being faulty and hence, these "faulty" assets, which suddenly are not "faulty" by a slight of hand in the code, merrily and happily perform in TANE. Never mind, if these mentioned build in assets are the real reason of performance loss and we all as Content Creators now have to deal with much stricter content creating to compensate for the "build in" content.
Well might you ask, how do I know of most build in content performing fault free, well, N3V uses some of my previous creations as build ins, where these are locked in the JA code of TANE but should I import the same by me created asset into TANE (possibly with a different Kuid number) I will get errors with some of these assets.
Hence I am laying low and wait with content creating, I recently got my 3DS Max creating Mojo back and I started creating again and I am still waiting and still waiting and still waiting until it is safe for me to release anything unto the DLS until I fully know it is safe to do so. You might find, other Content Creators might have given content creating away either completely or are similar waiting as I am, to get to work in a final TANE version, whenever this might be.
My opinion
VinnyBarb