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AmiPolizeiFunk

What is "texture scrolling" on road nodes?

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I don't think it's possible, when I went lower than 2m I had some weird glitches. I'll make 2m wide one-way as well (It will be easy, I will just base on this one).

Next is a simple road with bike paths (both way) on both sides of the road. I also want to fit 1m pavement :)

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4 hours ago, Ronyx69 said:

It's WIP because it's still missing stuff, such as how the wire shader is used, what m_enableMiddleNodes does, the insane amount of node/segment/lane flags and probably a bunch of other stuff.

Out of curiosity do you know what these do or just don't have the time/motivation to update the wiki?

4 hours ago, Ronyx69 said:

there is so much trial and error and just looking at what vanilla networks do to figure out, yet some people want a single paragraph on how to do the exact thing they want to do, instead of this huge list of definitions for every variable, so for them it's just tl;dr even if the article has an answer to their question.

This is the biggest part. I'm frequently hounded by people who aren't willing to just do trial and error. I've helped only a few who have actually shown any willingness to actually problem solve on their own - Like Ami and Urbanist - everyone else has been like "how do i do (insert simple thing here)" without even opening the editor and realising they could have worked it out just by looking


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@AmiPolizeiFunk can you rename this thread something like "Unofficial Tutorial: How to make a road" and can @Avanya (assuming you have moderator rights) pin it to the forum? Would be a nice thing for new comers looking for road advice to read through the journey and end up with the example files Ami has posted


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In that case, I think it would only be fair to list the other threads that lead up to this one, just in case they get lost or whatever:

Starting the road from a template/Exporting meshes and materials to edit

_p mask and more

And then, of course, this thread.


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23 minutes ago, Bad Peanut said:

Out of curiosity do you know what these do or just don't have the time/motivation to update the wiki?

I know already, just lazy to write it up and format it for cslm.

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    I was looking at this thread from the perspective of a new modder wanting to make a road and find it quite bad for that function. There are some great pieces of info but they're hidden in the thread in random locations. A proper road tutorial is definitely in order but I don't think anybody has the time or energy to put it together. What Ronyx has going on his site is the best there is so far. The official wiki is pretty good too. Those two places and your brain (BP) were the only sources of info that I found.

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    Cool. I just noticed the my bike path won't appear sometimes, mostly on slope terrain. I'm talking about ground segments and nodes. Need to fix them.

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    7 hours ago, AmiPolizeiFunk said:

    I was looking at this thread from the perspective of a new modder wanting to make a road and find it quite bad for that function. There are some great pieces of info but they're hidden in the thread in random locations. A proper road tutorial is definitely in order but I don't think anybody has the time or energy to put it together. What Ronyx has going on his site is the best there is so far. The official wiki is pretty good too. Those two places and your brain (BP) were the only sources of info that I found.

    There seems to be plenty of road modders on the Workshop who can operate the road editor but can't do the modelling.

    Would it be a good idea to "open source" some template models of common road widths and types (ie. the already exported fbx files) so people can just swap the textures for whatever they want? Since they can operate the road editor, they just need to create some textures for how many lanes they want and then specify the lanes and props in the road editor.

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    18 minutes ago, The Urbanist said:

    There seems to be plenty of road modders on the Workshop who can operate the road editor but can't do the modelling.

    Would it be a good idea to "open source" some template models of common road widths and types (ie. the already exported fbx files) so people can just swap the textures for whatever they want? Since they can operate the road editor, they just need to create some textures for how many lanes they want and then specify the lanes and props in the road editor.

    hmmm they usually are asking for roads with different lane configurations which would usually require more than just textures tbh


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    Just now, Bad Peanut said:

    hmmm they usually are asking for roads with different lane configurations which would usually require more than just textures tbh

    Yeah I guess :D

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    9 hours ago, Ronyx69 said:

    I know already, just lazy to write it up and format it for cslm.

    Is there a way to create new categories of roads?

    I make use of the Transition flag a lot but I've been hijacking highways to make pedestrian roads so I can have custom junctions when connecting with each other but junctions that transition from flat to curbed roads when connecting with other roads.

    But I'm running out of categories to hijack - if we could create new categories we could have more custom junctions that don't have to connect nicely to vanilla roads.

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    Sorry for interrupting you interesting discussion but maybe someone could tell me why these edges appear?

    Thanks!

     

    EDIT: Nevermind!

    Fixed it by adjusting width of pavement.

     

    20180920114439_1.jpg

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    1 hour ago, wojtason said:

    Sorry for interrupting you interesting discussion but maybe someone could tell me why these edges appear?

    Thanks!

     

    EDIT: Nevermind!

    Fixed it by adjusting width of pavement.

     

    20180920114439_1.jpg

    Nice bike roads you got there! A while back I experimented with something very similar to this, but didn't go anywhere with it. It's possible to "generate" protected Dutch-style intersections if you model the node carefully. Can send you the files if you'd like to take a look. 

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    21 minutes ago, The Urbanist said:

    Nice bike roads you got there! A while back I experimented with something very similar to this, but didn't go anywhere with it. It's possible to "generate" protected Dutch-style intersections if you model the node carefully. Can send you the files if you'd like to take a look. 

    Sure! I would like to take a look. Please send them :)

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    I would love a road with protected bike lanes... particularly ones that are painted red :D

     

    Do you guys really have 2-way bike lanes on both sides of the street in Holland? That sounds a bit wonky.

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    Unfortunately I lost all my files some time back and this screenshot is all I have left.... 

    I still roughly remember how to do it though - you just need to visualise the node model being warped - divide the actual junction you want into four triangles, then imagine it slowly being warped into a straight piece, then you model it. If I have time I can try to remodel this node for your reference.

    download.jpg

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    On 22/09/2018 at 1:07 PM, The Urbanist said:

    Unfortunately I lost all my files some time back and this screenshot is all I have left.... 

    I still roughly remember how to do it though - you just need to visualise the node model being warped - divide the actual junction you want into four triangles, then imagine it slowly being warped into a straight piece, then you model it. If I have time I can try to remodel this node for your reference.

    download.jpg

    DUDE this looks so good! sucha  shame you lost the files :'(


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    I'm still struggling with bus stops... Can we set an offset for bikes on part with bus stop? 

    FB_IMG_1537772710087.jpg

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    I would like to put a bike lanes BEHIND the bus stop but don't know if thats possible? 

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    Just now, wojtason said:

    I would like to put a bike lanes BEHIND the bus stop but don't know if thats possible? 

    Not possible unfortunately. You can't change the position of lanes at bus stops.

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    Here's some update on bus stops. I wanted to put bike paths behind the bus stop but as The Urbanist mentioned it's impossible. There will be a "crossing" (eye candy but cims actually use it) through the bicycle path on the bus stop. I used vertex paint for it. There will also be a shelter (not visible in road editor). Still to do the elevated and slope model and prop and lane positioning.  :)

    I hope it looks ok, I know textures are shitty but that's max I can do at the moment. I want to keep it as vanilla as possible.

     

     

    20180924190650_1.jpg

    20180924190619_1.jpg

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    16 hours ago, wojtason said:

    Here's some update on bus stops. I wanted to put bike paths behind the bus stop but as The Urbanist mentioned it's impossible. There will be a "crossing" (eye candy but cims actually use it) through the bicycle path on the bus stop. I used vertex paint for it. There will also be a shelter (not visible in road editor). Still to do the elevated and slope model and prop and lane positioning.  :)

    I hope it looks ok, I know textures are shitty but that's max I can do at the moment. I want to keep it as vanilla as possible.

     

     

    20180924190650_1.jpg

    20180924190619_1.jpg

    Wow this is looking really promising! So at the bus stops the bicycle lane are raised to allow pedestrians to cross? Actually the textures look pretty decent, probably some kerb detail and road wear will spice it up.

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    1 hour ago, The Urbanist said:

    Wow this is looking really promising! So at the bus stops the bicycle lane are raised to allow pedestrians to cross? Actually the textures look pretty decent, probably some kerb detail and road wear will spice it up.

    @wojtason try and export the textures used on the vanilla roads (if you know how to with mod tools  - if not check out ronyxs wiki i'm pretty sure he must have something that shows you how)

    Just ignore any mass transit roads they were not made to a high standard at all

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    random question: Can you control the road category? I made a road based on the gravel template (5m half-width) and I expected it to appear in Tiny Roads next to gravel, but instead it appears in small roads. *:???: How do I make it a Tiny Road?20180925162035_1.thumb.jpg.18b49ad8d2c2d491f7c01f237341279e.jpg

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    I dumped textures with modtools. How does ARP work? Should I just copy parts of it and create 3 separate ones? What is the green thing texture? 

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    18 hours ago, AmiPolizeiFunk said:

    random question: Can you control the road category? I made a road based on the gravel template (5m half-width) and I expected it to appear in Tiny Roads next to gravel, but instead it appears in small roads. *:???: How do I make it a Tiny Road?20180925162035_1.thumb.jpg.18b49ad8d2c2d491f7c01f237341279e.jpg

    tiny roads is added in by Next2 so it wouldn't be recognised unless you were using the mod. if you're making a stand alone road from the editor you will have to keep it in the small roads category or list NExt2 as a requirement - assuming you can use the copy function ofmodtools to copy the next category to your road.

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    4 hours ago, wojtason said:

    I dumped textures with modtools. How does ARP work? Should I just copy parts of it and create 3 separate ones? What is the green thing texture? 

    ARp is a mix of the alpha, road and pavement maps. split the file into the three channels (3 separate maps) and you have to invert one (I forget which one, but you'll figure it out)

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