Regarding the preview visualization in Edit mode? Would it be possible when I hoover the mouse over the terrain and have the green and red dots, to also use yellow for areas where the road might have cracks or irregular/damaged/chopped edges (masks being used maybe?). Or you might use the yellow preview color for a second angle setting where the probability is smaller but you can still have roads. Something like green where the terrain is less than 10 degrees and yellow between 10-35 degrees. Maybe orange between 35 and 42 degrees? This way you have more control over the road.
Or maybe having priority settings: - 100% between 15-30 degrees
50% at 0-15 degrees
10% higher than 30 degrees. I intentionally placed the 100% at a steeper slope.
Another preview idea: Display the green/red balls by hoovering the mouse over the terrain, LMB click&keep it pressed while moving the road dot over the terrain and see in real time how the road is changing the shape and position on the terrain.
I was thinking out loud so you can have ideas and feedback. Having an 8K highly detailed heightmap I was suspecting a pretty “snakey” road result.
Maybe my post was a bit too straight to the point, but you have to know that I like a lot your idea and the way you brought it to life.
I will use a color gradient …so this will help you to change the maxslope …
My approach in developing a solution is a first approach all the challenges, get feedback and after go back for fine tuning and details…
Just as preview …path is not limited to roads/rivers … think to all the kind of track you can have in real world …
Just trying to give a bit clear info about the Edit Mode.
Idea is to have the most relevant info on the scene ( the top left box ) that is gonna be dinamic
You will have that grid and you can change setting with the mouse ( no need to shit your focus to inspector )… in the picture the grid gover an area 1248 meters X 1248 meters …
In the video …green points are with slope less than 30degree, red all the others ( not allowed, just in case there is no a path and need to include a bunch of those )
The green line is the straigh forward connection between to POI.
The cyan line is the track created ( a trad off betweem most uniform as slopness , most short as distance and no red points )
I will replace the green red dots with color gradiend and you will beable to visual measure different stuff …( not only slopness ) … just switing from pre-set variables pressing keyboards key … again smart interface always focused on the scene . and it means what you are doing …
Hey guys …
more features are coming … Inspector is split out in windows on the scene view. You can toogle those with keyboard … that’s just a part of an easy, customizable and smart UIX …
And now … you can define multiples tracks ( Ex. Road, River, CountryRoad, etc ) …
Below two screenshot two show those features …
please share your feedback and any suggestion …
this project is really exciting and many many ideas are coming , but goal is to delivery a solution to the community to cover all the gap existing currently … yes , I know . it’s ambitious … but I wanna have the chance to do that …
So … I hope you can enjoy the below … The green area is fully used for the track. If there no path between two POI, so the track can use the cyan area …that use a tollerance …and you can add more tollerance zone
Tomorrow I will add a new features … you can define on your terrain volumetric areas that you can setup a specific setting that override the one from the track. Ex. If you have a river you can define that if track can go or not go trought the river and select a different setting to render that chunk of track l, like a bridge .
Hello guys …
creation in edit mode is quite ready … below a quick screeshot I have just shot . .it’s hust between 2 points as is from my development enviroment …
That can be a road, or a river or trainrail or whatever you want …below setting is “country road” wigout slope limit …
What do you think ? . it’s something usefully for the community …I hope so …
Kindly share your feedback, whatever, or suggestion …
And thanks! Glad you enjoy them! New one should be out “soon”… lol I have the stamps done but trying to get stuff set up for arctic feel for screenshots required by asset store… Hopefully will be submitting no later than end of next week. Next pack is arctic/polar type stamps based off of areas in Alaska… Have about three other packs after that in the development pipeline as well. Hopefully health will hold out a bit more so I can get back on a regular schedule! If you have any special requests for new packs/ideas, feel free to shoot me a PM and I can see what I can do about adding them to schedule.
On the bottom right the"Type" setting identifies the track as a river. On the tracking information says “Country road”. It.s not a problem because it’s in development stages, I understand. Seeing the river setting I was thinking in my mind that it’ll be nice for the path to follow/look for the lowest point on the terrain in the near distance, and nest step the same till manages to carve/follow a natural/believable riverbed.
Would it be possible to demo a river too. maybe with the riverbed becoming wider and wider and snakier lower in the plains. And maybe a second river bed connecting somewhere upstream with the main one.
Also, I would love to see a demo on a mesh/geometry terrain. Personally I’m mostly interested in mesh terrains.
Would it be possible to develop/draw/preview the entire intricate road network on the terrain, or onle road by read, one at a time?
Thanks!
I don’t see the pole relevant. If the Editor window becomes sluggish I would rather not, and speed up the road network drawing and press apply. What’s the resolution of the heightmap?
Yes , all comes from development enviroment …About river …it has a different generator than road … need the right slope to be realistic … from top to down … I will share a demo as soon as possibile …
You can develop the entire road network or one per time … quite flexible …
Yes … it’s on the list …I say more becuase on that point I am still defining the requirements. But just this morgning ( Central Europe Time ) I did a successfull test …
Hey … It looks like it’s going to rock …
Edit Mode 100% working …
Multiple roads, Max Slope, MaxSlope Tollerance in case there are no path hitting only the MaxSlope , track smoother ( 4 different algorithms )… and further
Enjoy the 3 paths ( the blue ones ) … overall workflow less than one minute …btw … area is 1200mX1200m …
Nice! So is the creator set to look for existing roads and pick those as preferable routes if two paths intersect and go in same direction for a while? Or was that just a happy coincidence with the two paths on the left side of map?