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  • [PLUGIN] Road Editor

    Plugin now available here : http://talos-studio.com

    Road Editor is a plugin allowing level designers quickly edit a road network during level design.





    Here is a quick documentation for now : http://talos-studio.com/road-editor-release/

    Basic spline edition :
    • Insert point by clicking on landscape
    • Segment selection
    • Basic transform for selection


    Added feature on spline :
    • Cut road
    • Merge similar roads
    • Automatic digging (Original height data saved on first run)
    • Side Objects (Actors and Meshes) Placement
    • Snap on terrain
    • Crosses beetween splines
    • Swap socket beetween road on cross output


    Road network configuration :
    • Dedicated Editor
    • Auto Crossover
    • Digging setup for cross (continuity)
    • Side Objects Setup (Actors and Meshes)
    • World Composition Compatible
    • Cross and Spline instance customizable in Editor Runtime
    • Fully optimized for cooked game (Only actors and meshes)


    18 Meshes for starter content (4 side objects), fully textured (except extrude for your landscape material) and 5 LODs for each mesh. A default road network configuration for example.

    For any issue or request, post in this thread.
    Last edited by Le Samedi; 03-25-2016, 02:02 PM. Reason: Tutorial video

  • #2
    This looks awesome, can't wait to try it! Nice work
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    • #3
      This looks much better than Epics attempt, and I really like the merging and crossover. Im just wondering if there is the ability to copy the splines, as well as have meshes spawn along the side of the road at set distances? For instance if you wanted to have street lights following a segment of the road, could you automatically have them spawn a certain distance from the center or edge of the road, and have them spaced a certain distance away from eachother? This would be beneficial for stuff like guard rails, lights, sidewalks, ect.
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      • #4
        I cant wait to try this. I hope you release this soon.

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        • #5
          Hopefully this will come with multiple road types?

          Roman, dirt, gravel, etc?

          WIP Thread

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          • #6
            Originally posted by Shirk View Post
            This looks much better than Epics attempt, and I really like the merging and crossover. Im just wondering if there is the ability to copy the splines, as well as have meshes spawn along the side of the road at set distances? For instance if you wanted to have street lights following a segment of the road, could you automatically have them spawn a certain distance from the center or edge of the road, and have them spaced a certain distance away from eachother? This would be beneficial for stuff like guard rails, lights, sidewalks, ect.
            Copy spline not difficult to do, i will do it. For spawn on side of road and cross, yes, both mesh components and actors (with light for example), you will just need to specify sockets for location and of course frequency. (for sidewalks just take a road mesh with sidewalk, works perfectly fine)

            Just look at the editor in preparation :

            Click image for larger version

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            Originally posted by PMRhynedahll
            Rhynedahll
            Hopefully this will come with multiple road types?

            Roman, dirt, gravel, etc?
            You can put whatever mesh you want for roads and crosses. My meshes and material on it is just an example.

            Thanks all for support.

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            • #7
              Great work! Hope it makes it to the marketplace soon!

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              • #8
                +1
                Looks interesting and long overdue.
                Bet this will be very popular....

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                • #9
                  Originally posted by sarchasm View Post
                  Great work! Hope it makes it to the marketplace soon!
                  It will be release both on marketplace and outside the marketplace, because the tool is almost done in his first version, and for the marketplace, c++ plugins
                  do not seem to able to be release right away. But of course i will submit my plugin to Epic.

                  Originally posted by franktech View Post
                  +1
                  Looks interesting and long overdue.
                  Bet this will be very popular....
                  We hope so, we can do a lot of things from this plugin, and affordable for indies.

                  Originally posted by Shirk View Post
                  This would be beneficial for stuff like guard rails
                  I forgot to say in the version after the release, we plan to add rivers and bridges, so you will be able to define " side spline " for your guard rails on a road, and activate desactivate on segments because rules and runtime can have different value, even if they share similar attributes at generation. I hope I made ​​myself clear.

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                  • #11
                    Questions:

                    1. How much will this cost?
                    2. Does this work with the world composition toolset?
                    3. Will this support Bridges?

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                    • #12
                      Originally posted by HeadClot View Post
                      1. How much will this cost?
                      Little less than 100$ at start.

                      Originally posted by HeadClot View Post
                      2. Does this work with the world composition toolset?
                      Plugin main object is on persitent level. All game objects generated by the plugin belong to the level of the landscape on it. So if you hide a level, it will hide the road and unload height data for the landscape i work with.

                      Originally posted by HeadClot View Post
                      3. Will this support Bridges?

                      If the development is viable for me , version after release will inlude auto bridge rules and side splines. In fact it already support bridge if you disable auto digging for a road family. But you need to have a cross for transition beetween the road and the bridge.
                      Last edited by Le Samedi; 02-11-2016, 11:02 PM.

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                      • #13
                        So, last question and I will leave you alone for a little bit.

                        Are there any plans for open street map integration with this tool?

                        I would like to import a file from open street map and just let the tool auto populate a neighborhoods road network.

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                        • #14
                          Originally posted by HeadClot View Post
                          So, last question and I will leave you alone for a little bit.
                          Yes i have work to do.

                          Originally posted by HeadClot View Post
                          Are there any plans for open street map integration with this tool?
                          There is a lot of plans for this tool, and openstreetmap data is in, everything about road in fact. For now we focus on release, and next, rivers and bridges with clear editor functionalities. The main goal for now is a designer tool that save a lot of time.

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                          • #15
                            nice job ,, keep up the good work

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