EasyRoads3D v3 - the upcoming new road system (Part 1)

The new road system is incredible! I can’t wait to see it with the new side object system.
You managed to improve an already excellent tool! Compliments!

I have to say. I have purchased the Pro Version of this tool some time ago, and she never let me down. :slight_smile:
I have sent an email to you about testing the beta version, I really want to know more about this new features.

Are you planning to do an “automatic tunnel creation” function or something like that (to work with the default Unity Terrain Tool) for future versions?

congrats! looks great! cant wait for new version!

please integrate with Map-ity

which by the way recently integrated with BuildR!

and would be amazing to give a zipcode and generate map, streets, sidewalks, buildings, ect…

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This looks awesome! One question, can I add curbs pedestrian sidewalks along the roads too?

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@sjm tech, I will first get a beta with the new road system out and the current side objects system. After that I will implement the new side objects system because there are still some things to fix.

@SimSâ„¢, Glad to hear the current version works well for you! You will get an email with the beta download link once available. At the moment development of version 3 is focused on intersections. I can look further into tunnels afterwards but I am not sure how many of you want that feature. I already looked into that, it is tricky but doable I think.

@im, Thanks! the OSM test I did last year was with raw osm data dowloaded from their website. Integration with Map-ity will probably be very easy if it does filter on road type.

@derkoi, thank you, yes, curbs and sidewalks will be part of the tool set itself. I am currently adding more options to crossings. After that I will prepare some videos of road specific features. And as mentioned you can always build your own crossing / road prefabs which can also include sidewalks.

Beautiful product! I will write you to have an update (I am a Pro user),

Hi Raoul, please send the Beta to me too (I’m PRO user, and a very old customer of EasyRoads, we know each other in Skype some years ago). :wink:

that sounds great, map-ity does expose the data, so perhaps you’all would consider working with map-ity author, like buildr author did, and make it happen. i already purchased easyroads 3d pro, map-ity and buildr and would be nice to give a zipcode and get it all build. should be easy way to add value to your already great asset :wink:

I am interesting in a video where you make the roads and after you make the road,
please change the terrain at the position where the road is.
How is your program reacted…

Second: Building a bridge over the road?
And after building change the terrain at the position where the road and the bridge is.

I think thats really importend.
if your program can do this then concratulation…

@fabio1955, thank you! I received your email and added you to the beta list!

@emergki, Hi! Yes, I know you created the truck game, but I am not sure if we had email contact before, I cannot find anything on “emergki”, can you drop me a PM or email so I can add you to the beta list?

@im, One way or the other it will be implemented at some point. Last week I also received a request for KML support, I will look into that too.

@faxi, Hi! The tedious almost impossible process of manually shaping the terrain to fit roads is exactly the reason why I started woking on all of this 5 years ago. It is already available on the Asset Store: https://www.assetstore.unity3d.com/#/content/469

The following movie was created for the purpose to show a new feature but it includes both a procedurally created bridge and the terrain deformation: http://www.youtube.com/watch?v=1Q3ydCSUoP4

This will be v3. In the first post I mentioned that porting over the terrain deformation is still to do but it was already functional in the old v3 beta with support for crossings.

Hi Raoul, yep, no problem, emergki I use only here and in Skype. I’ll send you a PM with my email.

Quick question, I plan on buying this in the future, does this support custom shaders (made with Shader Forge) and sidewalks?

We’re currently making a driving city and this looks like the perfect tool.

@emergki, I added your email to the list…

@Chaoss, You can assign different materials to the roads and crossings. These are standard Unity materials so you can use your own shaders. The only thing to recommend is add Offset values to your shaders to avoid z-fighting with the terrain. But that should be easy to do.

Regarding sidewalk specific materials, at the moment the side walk is part of the road geometry so they share the same material but I could put this in a sub mesh if you guys prefer that. There are just so many possible options for geometry layouts etc. that I have to make choices at this point to get it out. Please let me know if you have a preference. In any case more will follow after the first release…

@BrixtonDynamics, yes, you will be able to use it for that.

May I beta-test EasyRoads3D V3? I think that I didn’t buy full version of EasyRoads3D V2.

I just checked an did find an account that must be yours, …a Pro license, I added you to the beta list

One question, will be a “native compatibility” with TerrainComposer (multiple terrains) in v3 beta or full version?

I’m having a little problem here with this, “building” the road manually into each terrain works, but when the road crosses 2 or more terrains AND he alters too much the terrain at the road sides, the terrain detaches from the another, making a void between them.
Anyway, maybe this is an issue with TerrainComposer itself (I’ll check with Nathaniel, creator of TC).

Can’t wait for it… :slight_smile:

Does it already work (again) with multiple terrains? If not yet, pleasepleaseprettyplease… :slight_smile:

We use our own terrain system, so I am not really familiar with TerrainComposer. What exactly do you mean with “native Compatability”? As far as I know TerrainComposer generates either one or multiple terrain objects. The current version 2 does support multiple terrains and already many people use v2 on terrains buid with TerrainComposer. But I will optimize this a bit further because the current v2 implementation was quickly done 2 years ago upon request by a user. Nowasdays many more people use Multiple Terrains in their scenes.