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

Hi Discord,

Are you looking at this in the new demo project or in your own project with v3.0.1 imported?

When selecting a marker of the river object, the scale gizmo will appear after selecting the scale tab (R key) in the toolbar just like when scale ordinary unity game objects. This is triggered on objects with shape type of side objects active, like the river side object.

Is that what you are doing using v3.0.1?

Thanks,
Raoul

hello again @raoul
I have a question: is not yet possible subdivide the road from left to right? to have the center more higher than the sides for example?

hello ghiboz,

Do you need to have this work with crossings? If not, then it is fairly easy to do that, I can send some code.

It can also be done using the custom prefab system based on your own crossing models. The road can have any shape you want.

It will be fully available once the dynamic crossings system supports this, this is being worked on at the moment.

Thanks,
Raoul

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at the moment no, it’s ok with one road :slight_smile:

Ok, I will send you some code today :slight_smile:

Thanks,
Raoul

May I ask to share the code … we got similar requirement . thanks

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Hi jlocke,

Ok, I will post a link here.

Thanks,
Raoul

@ghiboz and @jlocke_1

Here is a small editor script example for creating custom road shapes from code.

Please drop it in /Assets/EasyRoads3D/Editor/

It will add a new menu item at the top: EasyRoads3D > Custom road Shape

Run this after selecting a road object.

The shape is hardcoded and can be adapted to any shape.

As mentioned, this will turn the road shape in a custom roads shape which is not yet supported by the built-in crossing system. To have this work with crossings at this moment, you can create custom road shapes from imported crossing models.

Hope this helps

Thanks,
Raoul

3375466–264780–ERAPIEditor.cs (1.34 KB)

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it works! thanks, but seems that the normals of the subdivisions are still the same, all up

Yes, the normals are calculated using Mesh.RecalculateNormals()

In theory you can create any shape you want using that code. What sort of road shape do you need?

Thanks,
Raoul

ok! I made some other test about the normals… maybe that my shape is too smooth to be viewed in difference!

The example indeed results in a mesh with smooth normals. For hard edges vertices need to be duplicated, the bool array controls the triangulation if that makes sense :slight_smile:

This way you can for example also make a motorway with terrain in between. This part is currently primarily used for the custom prefab system which supports all this. But both built-in road types as custom road types use the same system so they integrate well together.

Thanks,
Raoul

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Hi,
i would ask about the integration between RAM and EasyRoad … the new version is labeled “EasyRoad Compatible” . .is that something bring more feature ? thanks a lot …

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Hey . thanks a lot … … it helped a lot … keep up the great work …

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Hi John,

We are looking into this at the moment, screenshots will follow. The setup is simple. All that is necessary is dropping the R.A.M. water material in the material slot for the River Surface side object in the Side Object Manager: Terrain Tab > River Surface

The Target Object for the default river points to waterPrefab in the project folder. This slot can be kept empty. It is not required when using the R.A.M. materials.

Depending on the used shader the flow direction can be sideways. This is corrected by setting “UV V Direction(1) U Direction (0)” at the top in the material component to value 1.

Full integration of the R.A.M vertex color options and shader behaviour will follow. The river options wil also be further expanded with previous requests in this thread.

As a side note, the river bed shape can be adjusted in the Shape Editor Window of the respective side object. The upcoming additional terrain smoothing tools will also be useful here.

Thanks,
Raoul

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I got it … I am sorry, but I missunderstood . the guy published a road shot . so supposed was something related to road
So, in that case is just the material from his asset… We are following a new thread related to a really new amazing water systems with a new apporach for the shader … it looks like that asset is under asset store review . so it would be nice use even that other ones … Can i assume that every material can work with easyroad or only the one you mentioned ? I am thinking to the project we discussed as I would not push users to specific water asset . .as is not releated with the core of the project… . leaving early for the weekend … so will read your reply only next week … have a great weekend …

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Yes, sorry, the road materials can be used as well. Any road material can be used with EasyRoads3D that is why I thought the question was more water related. But we are looking into that as well.

For water materials it depends on the setup. R.A.M. only uses a material, so it integrates well.

Have a great weekend too,
Raoul

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Hello! The answer to my question is probably in an image or something, but I have not been able to see it.
How are the intersections handled?
If I got a road going straight, and I want a road at 45 degrees, to connect to the straight one.
Like this (Not the best example, I know)
I
I
I \

And how is 90 degree turns handled?
All I have tested is the free version, and it didn’t handle a 90 degree turn all that good.

Thanks!

hi @raoul !
will EasyRoad Support even the new water system Cascade ? it looks really AAA quality

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Hi SveinEven,

You mention the free version. What exactly is this related to? Crossings or 45 degree road turns? Iam asking this because I belief crossings are not yet supported in the free version.

For roads it is recommended to use the circular controler type for a smooth 45 degree turn.

The built-in crossing types do not yet support 45 degree angles.The T crossing is flexible but more over the straight section. What you probably want is a more Y type of crossing with flexible angles. This is being worked on. A prototype for the mesh generation is ready. It is currently being improved to support custom road shapes as discussed above. At the moment we can deliver generated meshes ready to import in the system. Last week we prepared a 6m wide Y connection for a user. Here is a 45 degree example

3380706--265388--45degree.jpg

How is the 90 degree turn not handled good?

Thanks,
Raoul

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