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AmiPolizeiFunk

What is "texture scrolling" on road nodes?

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42 minutes ago, AmiPolizeiFunk said:

Ugh. Thx for the info. I don't like that I have to break aspects of the regular segment to get the bus segment to work correctly. Not sure how I'm gonna handle this one.

well in regards to the pedestrian lanes?

you need to change the lane width for the whole road (bus stop segment and all) as lanes don't have flags, so they stay the same no matter what mesh is present. so it just means your cims will be walking along the edge of the path (looks like you will still have a good 3m of usable path) 


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    Sadly, the "Stop Offset" for the outermost car lanes only moves the location where bus pulls in, not where all of the pedestrians wait. Bummer! 

     

    I'm very reluctant to change the position and width of my pedestrian lanes because then I would have to likewise change the positions of the dozens of props that are in each lane.

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    2 hours ago, AmiPolizeiFunk said:

    Sadly, the "Stop Offset" for the outermost car lanes only moves the location where bus pulls in, not where all of the pedestrians wait. Bummer! 

     

    I'm very reluctant to change the position and width of my pedestrian lanes because then I would have to likewise change the positions of the dozens of props that are in each lane.

    Instead of that. Change your current pedestrian lane (with all props) to an emptry lane (don't remove any props i just mean make the lane type "none"). Just remove the pedestrian parameter but instead of making it car or something else make it none.

    That way all your props stay the same. 

    Then add a new lane just for pedestrians to use.  Make sure you add the stop to this one and not your original prop lane

     


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    That's a clever idea. Too bad I read it after I changed the locations of ~30 props. *:party:

     

    Well I think the road is done now. This difficulty and tediousness of this has kinda sucked the life out of me.

    20180915144306_1.thumb.jpg.0412cf7bb1ebd83b2581b78ac7017021.jpg

    everything in its right place

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    16 hours ago, AmiPolizeiFunk said:

    tediousness of this has kinda sucked the life out of me

    Welcome to the party ;) now just wait for the unrelenting requests, comments and demands you will get. 

    You've done an amazing job man! I'm very excited to use it. 

    How's the other elevations looking? Are you doing a rendered tunnel interior?


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    lol NO hahhaa. Tunnels. no way! I only did a ground segment and an elevated segment.

    20180915184331_1.thumb.jpg.491df103745064c742ed7de599764cc6.jpg

    P.S. i rebuilt the nodes today and have achieved a slightly better texture stretch

    20180916173223_1.thumb.jpg.23b206ddb395bcc634293b5397d9707c.jpg

     

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    1 hour ago, AmiPolizeiFunk said:

    lol NO hahhaa. Tunnels. no way! I only did a ground segment and an elevated segment.

    20180915184331_1.thumb.jpg.491df103745064c742ed7de599764cc6.jpg

    P.S. i rebuilt the nodes today and have achieved a slightly better texture stretch

    20180916173223_1.thumb.jpg.23b206ddb395bcc634293b5397d9707c.jpg

     

    Did you use the elevated mesh for both elevated and bridge prefabs?

    The nodes do look a bit better with the gutter faded a bit!

     

    Did you want to add a bridge mesh? It would be added on top of the elevated mesh as another mesh segment - so it would have it's own .fbx file and texture sets - and bridges you don't have to worry about tiling as you would probably use all vertex painted faces, so it's just a simple mapping exercise


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    Nah I've decided to keep the generic large road bridge and tunnel meshes. I've had my fill of this thing and I'm eager to get it up and be done with it.

     

    So I have bus stops and bike lanes. Do I have to tag it on the workshop with DLC required?

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    It'll only need AD for the bike lanes. 

    Which template did you use?

    You can use a new mesh segment and import a mesh from existing road (an after dark road) and that'll guarantee its got the right requirements. 

    Then on steam just upload and set your required dlc in the right side panel. 


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    I used the vanilla 6-lane Large Road with bike lanes template, so it's already got that bridge and tunnel. Thx for answering about the DLC setting as I wasn't sure if I needed to do that.

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    Amazing work. Thanks for this topic, I learned a lot from it. I'm creating (actually learning) a bicycle path, 2 meters wide. I already created ground and elevated segments and nodes but the whole process is so confusing and complex so it may take a while before I understand all this modelling and texturing. I'm planning to make segregated bike/pedestrian path (3m wide I guess) and also 2m 1 way bike path. I would also like to do bicycle crossings (only bikes and tucans) but I think that's a rocket science at the moment. 

    Bicycle and pedestrian crossing in Poland

     

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    Glad you got something out of the topic, that's what we're all here for. I had real difficulty finding information along the way. Thank goodness for master Bad Peanut here *:8)

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    20180917205133_1.jpgWell, not much info in the internet but I like this challenge :)

    Here's my first attempt:

     

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    I've shared my export files for this road. You can get them here:

    Hopefully these files will be of use to other budding road makers.

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    Fantastic!

    Thanks for sharing! I would like to share difficulties I'm having at the moment, maybe someone would like to help a little.

    1.The nodes are not perfect, you can see that there are some "line holes" in them (pic1 and 2). Is my node model wrong?

    2.When "flatten terrain" is selected and I use "any curvy road" weird holes in terrain appear (pic3).The good ones are drawn with "normal curved road".

    I can attach my model if that's needed but I will post images for now.

    I would be grateful for pointing the errors.

     

     

    Ground node:

    20180918084205_1.jpg

     

    Elevated node:

    20180918084302_1.jpg

     

    Holes:

     

    20180918084431_1.jpg

     

    Ground node in blender:

     

    nodeground.png

     

    Elevated node (both sides)

     

    nodeelevated1.pngnodeelevated2.png

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    Holes happen when the game can't weld the vertices between the segment and the node, or between the ground node and the elevated node. You have to have single edges at the ends. I can see in your last shot, for example, there are 6 edges at the end? And in the shot before that there are 4? Try to change the model so that there are 2 edges of the exact same width, one on each side of the middle vertice (only at the ends). 

    In the road wikli https://skylines.paradoxwikis.com/Road_Editor they say it like this:

    "On your node model, make sure there is only 1 edge on each side of the centerline between the sidewalks (pavement) at the end of the node or it will not snap into place properly."

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    2 last pictures are actually original node extracted via modtools so it's made by CO not me. I suppose the made it right? :) Well, I managed to fix it. The original width was 4m. I scaled it down to 2m and holes appeared. When I set width to 2.3m everything is ok. Weird but works!

    Thanks.

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    Oh I see now, the last 2 pictures has both sides of the elevated node. The point is that the side with the 2 edges has to be at the bottom, because that's the side that connects to other nodes and other types of roads (or in this case paths). Sometimes when you export stuff with modtools, things get mirrored. Because of this, I wound up building all of my meshes from scratch (even tho I was starting from exported large road meshes). The vertice normals also get weird on modtools exports, which can give you unwanted dark shadows on particular triangles.

     

     If it's a "weird" solution, it might not work in all cases. Holes sometimes appear on certain elevations or curves and not others. You just want to be really consistent with the edges that get connected to other stuff. 

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    Yeah, I just made ground models and textures. The elevated model is original pedestrian path, scaled down to 2.3m width. These 2 elevations work ok, besides it sometime sinks into the ground. I tried various combinations but didn't found a solution yet.

     

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    Ok so I'm stuck on slope segment. My diffuse texture works (road markings) but road texture (_r) doesn't work. I did _r textures for basic and elevated and manually changed color of the road with RGB in road editor but with slope I'm unable to do it. 

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    How about a road modding wiki so people don't have to go through the pain we did? *;) It's all thanks to grandmaster Bad Peanut that I was able to make roads too.

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    8 minutes ago, The Urbanist said:

    How about a road modding wiki so people don't have to go through the pain we did? *;) It's all thanks to grandmaster Bad Peanut that I was able to make roads too.

    I feel like Ronyx has a section in CSLModding about that, but it has been labeled as "WIP" for a while, although I'm not sure why.

    I would ping him to ask for a status update or if he is even still working on it but I've been in several communities where pinging is kinda taboo :)


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    4 hours ago, Elektrix said:

    I feel like Ronyx has a section in CSLModding about that, but it has been labeled as "WIP" for a while, although I'm not sure why.

    I would ping him to ask for a status update or if he is even still working on it but I've been in several communities where pinging is kinda taboo :)

    it's only WIP as he will continues to add to it as more information is realised. Look at this thread, we only realised normal maps have to invert green channel because of this road (and @AmiPolizeiFunk's ambition for it) information that Ronyx has added to the wiki.

    no need to bump him on anything, there are a couple of things that could have added info but the sections is far more thorough than anywhere else. definitely read through it. 

    I'm afraid that he's worded it as simple as possible so if you still don't understand what is being spoken about then maybe network assets just aren't for you.

    Good Luck, and don't be afraid to just try things, i worked with this a lot before i could speak to anyone to bounce ideas off and it took a load of common sense and just some trial and error. Also don't be afraid to load a vanilla road template and mess around with different settings to see what turns off and what changes that's a good way too.


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    There is only 1 video tutorial on yt which shows how to model roads but thanks to that I was able to understand the basics and I also got addicted to road editor. I nearly finished my bike path (all elevations) but I see that there is plenty to learn. 

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    27 minutes ago, wojtason said:

    There is only 1 video tutorial on yt which shows how to model roads but thanks to that I was able to understand the basics and I also got addicted to road editor. I nearly finished my bike path (all elevations) but I see that there is plenty to learn. 

    The above wiki mentioned shows a good example for a road mesh.  That might be helpful.  The description is also very clear on other things to do while creating the mesh. 

    There are plenty of yt videos dedicated to learning mesh creation on your chosen design software too


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    8 hours ago, Elektrix said:

    I feel like Ronyx has a section in CSLModding about that, but it has been labeled as "WIP" for a while, although I'm not sure why.

    I would ping him to ask for a status update or if he is even still working on it but I've been in several communities where pinging is kinda taboo :)

    I read pretty much everything on this modding subforum anyway.

    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.

     

    3 hours ago, Bad Peanut said:

    it's only WIP as he will continues to add to it as more information is realised. Look at this thread, we only realised normal maps have to invert green channel because of this road (and @AmiPolizeiFunk's ambition for it) information that Ronyx has added to the wiki.

    no need to bump him on anything, there are a couple of things that could have added info but the sections is far more thorough than anywhere else. definitely read through it. 

    I'm afraid that he's worded it as simple as possible so if you still don't understand what is being spoken about then maybe network assets just aren't for you.

    The problem is, the complexity of networks is so much higher than any other asset because of the interactions between different variables, like clip segment ends and min corner offset, and how it interacts with other roads, for which these settings are different. Also for example, I am working on train tracks and found that if you don't have any nodes with direct connect off (even an empty one counts) then if you do a road/train crossing, the road node will not render and just be a hole in the ground since m_requireSegmentRenderers is off automatically for some reason... 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.

    Also just adding those recent normal map explanations (which aren't the full story btw, it will get even weirder) I found a couple other mistakes on the site.

    If you have any specific ideas on what should be added, you can tell me and I'll at least add it to a list of stuff that needs to be explained.

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    P.S. I wouldn't add "remove sprites" as a requirement... it's more like a suggestion (you could link to it in the text), up to player preference. Requirements will decrease the popularity of your asset.

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