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The Urbanist

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About The Urbanist

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  1. 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.
  2. Not possible unfortunately. You can't change the position of lanes at bus stops.
  3. 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.
  4. Shadows look correct I think, sunlight coming from the left of the picture.
  5. Will do soon! Maybe I haven't quite got the normal maps right yet. But after inverting the green channel, there was a huge improvement. But now I'm a bit confused: Is this image correct for faces vertex-painted magenta or for faces not vertex-painted?
  6. I can't 100% confirm this... but I believe the problem is that a road with vanilla traffic lights will automatically turn into European traffic lights on a European map, but a road with European traffic lights will not automatically change to vanilla traffic lights. For a fix you can try changing the traffic lights to vanilla traffic lights, and it should still turn into European traffic lights on European maps. I know you don't want the vanilla traffic lights at all but I can't think of how else to fix the problem.
  7. 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.
  8. 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.
  9. Cobblestones look good thanks to Ronyx69!
  10. 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.
  11. Thanks a lot guys! I've been trying to make a cobblestone lane and been experimenting with normal maps but they never looked quite right and now I know what's the problem thanks to pro modders like you guys.
  12. 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.
  13. I know you're busy with real life but I've been silently lurking here waiting for updates because this is really mind-blowing!! I didn't even think this sort of thing was possible just using the asset editor.
  14. Wow I'm very interested to know more about the flags. Many of them are undocumented. Perhaps you could consider updating the wiki... Do the lanes change position at the tram stop? I didn't know that could be done - it would open up a whole lot of possibilities. Is the seamless transition part of the entire stop segment's model or is it a separate transition segment? I'm also very interested to know if there is a flag for a priority road. If there is, hopefully there can be a different priority road node model that doesn't have to give way. I think RyanCat has managed to do it with major/minor roads but if I'm not wrong the yielding road has to be of a smaller road category.
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