nEditor - new omsi2 map editor

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  • Hi,

    I’d like to share that I’m working on a map editor for OMSI 2. My goal is to make map creation very user-friendly and avoid wasting time on things that can be simple and enjoyable (like creating splines or placing scenery). I hope the new editor will help extend the lifespan of the OMSI 2 community 🙂


    At the moment, I’ve completed the Objects and Splines modules. Before release, I still need to finish at least the Terrain, vegetation/flora, and AI traffic tile editing tabs. Further development is planned after release 🙂

    I invite you to check out the latest video presentation as well as the full playlist where I showcase development progress:


    https://www.youtube.com/watch?…CcSd3HbwoX6R_V60yU9hsiylg

  • I wasn't quite aware that we need an enhanced editor before getting to know this project, but now after having watched a couple of your videos, I must say we definitely do need this and it's absolutely stunning! Better UI, improved graphics and more intuitive handling make such a huge difference.

    Keep up the brilliant work, I'm looking forward to the release!

  • yes, I agree. Looks great.


    Important would be a reliable undo function and also a "random" (take every time another object from same folder) tick to make fast variable forests or something.


    I wasn't quite aware that we need an enhanced editor before getting to know this project

    If you would have asked the people, what they want, they would have said "faster horses" - Henry Ford :)


    Interesting, that it is possible, to rewrite the editors code, but better. Now we need to do the same with OMSI itself, but just take over every existing content :sleeping:

  • Vegetation editing will be a dedicated module, and I won’t go into too much detail yet, but it will include plenty of advanced features to make creating forested areas simple and fast.

    As for undo—haven’t you gotten used to it being just an unnecessary gimmick?

    Just kidding—of course undo will be there, along with multiple save slots for a single map and autosave. ;)

  • also a "random" (take every time another object from same folder) tick

    As we already have this in the OMSI Editor, I would assume this function wouldn't get taken out?

    However, I'd love to have the opportunity of a kind of pre-selection of this "random" function in the sense of being able to exclude objects from this "pool" even though being in the same folder. I'm thinking of the chestnuts and birches which I would like to get rid of when creating woods.

  • Wow pretty nice! I hope that it helps me to finish my project faster than my small autistic and ADHD concentration span can handle XD

    Is there a "Load all" for splines? It's bother me every time :"D

    Wer Rechtschreibfehler findet, darf sie gerne behalten.

  • The option for random rotation will definitely be there (as a checkbox). I try to include all useful features wherever possible.

    As for vegetation, I can reveal that you’ll be able to predefine your own sets of trees (and bushes, if you like) and “paint” with them—but I won’t say more for now. I’ll show it in a video once it’s ready.


    Regarding importing objects and splines—you’ll need to shift your mindset a bit compared to the current editor.

    In nEditor, during the initial setup, the entire SceneryObjects and Splines directories are loaded into the editor’s internal database. This allows for fast searching and smooth operations—you can find things by name or path in seconds.


    On subsequent launches, or by using the “import all” button, only the differences are imported progressively. There’s no need to manually browse directories anymore.

    As for performance: I have around 43,000 objects in my SceneryObjects folder. The initial import (done once) takes several minutes, while subsequent launches that only check for missing items take just a few seconds.


    However, there’s another time-consuming step—thumbnail generation. There’s no magic here: each object is placed into an empty scene, a screenshot is taken, and then saved to disk. For this number of objects, it takes about an hour—but again, it’s a one-time process. Thumbnail generation isn’t required for the editor to work, but having even a small preview of what an object looks like is incredibly useful 😉

  • THANK YOU !

    i am curently working on a map and having an hard time doing it so it will sure help the community

    Me too! Since i'm new with map building, i would prefer to start with a user-friendly program rather than an old one with too many keybinds and buttons everywhere, making it simple and easier to understand would help me boost and learn more about making maps in OMSI. Not only this could help me, but pretty much a bigger number of people who also want to create maps but are limited to do so.


    With the current editor and my lack of skills, i couldn't even think i can make these parts of the city i'm trying to make:


  • I saw your work on Youtube thanks to the Webdisk community sharing it and I LOVE IT !!!

    Keep pushing further the boundaries, and maybe, just maybe.... OMSI 2 Modding will be even better !

  • Will there be any optimization tools/information, eg drawcall+triangle count per scene and per individual object/spline (displayed near the object origin for example)? LOD switcher/debug, LOD calculation for the sco maybe? Things like that?

  • Will there be any optimization tools/information, eg drawcall+triangle count per scene and per individual object/spline (displayed near the object origin for example)? LOD switcher/debug, LOD calculation for the sco maybe? Things like that?

    Yes, there will be information about geometry count (vertices and triangles) as well as a rating that evaluates the optimization quality of a given object.

    As it happens, I once carried out quite a few tests on what performs poorly in the OMSI engine, so as a fun fact I can share some examples and conclusions with you.

    1. Geometry and materials

    In OMSI, geometry alone is not the only issue. Of course, the more geometry an object has, the heavier it becomes—but the number of materials on an object can be just as problematic.

    Here’s an example that demonstrates this clearly:

    A simple house (76 triangles, 129 vertices, 5 .jpg textures).

    The major problem with this house: it has 17 materials. //don’t ask how I managed to do that...

    OZmGzZ4.png


    bM41ZYB.png


    lvT6L8B.png

    I placed 5000 of these houses on a single map tile.

    (My setup: AMD Ryzen 7 8700F / RTX 3080 / 32GB RAM 6400MT/s)

    Result:
    c4Sc72D.jpeg

    Average: 15 FPS.

    I then optimized the object by combining textures that could fit into a UV atlas, while leaving repeating textures unchanged:




    pU1iWYA.png

    Result:

    dzUkiG1.jpeg

    30 FPS (2x more)


    I also tested a full atlas version (only one material).


    Result:


    uaJQ3vu.jpeg


    ~100 FPS


    As another interesting fact: even unused materials heavily impact FPS.

    So please pay attention to material count—it really matters 🙂

    2. Trees vs objects

    What is lighter? A [tree] type tree, or a regular .o3d object with a single material?

    5000 [tree] trees:

    FMUMpdK.jpeg

    1300 FPS — exactly the same as on an empty map!

    5000 trees converted to .o3d (with only one material)


    hbSoOpQ.jpeg

    130 FPS (10x lower).

  • 5000 trees converted to .o3d (with only one material)

    130 FPS (10x lower).

    Well, it'd be even more efficient if multiple trees share the same object (like in Thüringer Wald). It not only saves on generating the same vertices over and over, but it also saves space in the tile file. It's a huge difference.

    Meine Projekte:


    MAN Erdgasbusfamilie

    Kleinkram-Objekte

    Repaints

    Hilfsarbeiten an anderen Projekten

    Sonstige Mods für Busse


    Kein Support via PN!