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  • started a topic [PLUGIN] Road Editor

    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

  • replied
    Hello, I really like you're tool but I'm recreating all our nodes and noticed that if I delete a road or cross node it causes the engine to crash. Are you aware of this and if so is there a fix? Here's a little video showing the error. I can post logs too if needed. I will PM if requested.

    https://youtu.be/czRlUHFQ0-Y

    Leave a comment:


  • replied
    Originally posted by SaOk View Post
    Got the plugin since the default landscape spline tool is just too limited. So far working great - so easy to Place roads now. But with big 6km^2 map the road actors vanish when playing in editor (or simulating). No issues on tiny map and removing cull volume didnt help. Anyone else with similar problem? Cant even see the road actors listed in outliner so something seem to delete them. With tiny map the road actors stay there when playing. What I could be missing? :S

    Edit: Now found it. Seems like sublevels cant be se "always loaded". After setting them to "blueprint", the roads appear now. Just strange that the landscape and roads are all in persistent (root) level.

    EDIT2: Very strange stuff. If any sublevel is visible, then the roads get deleted instantly. If I load sublevel e.g. 5 seconds after play start in editor, first roads show but instanly when sublevel (that have only some static mesh actor, no any landscape) comes visible then the roads vanish.

    EDiT3: Not having the issue in packed Project so no real problem. Loving the plugin so far.
    I experience the same issue under the same conditions (large map; mine is tile-based created with world composition). Smaller pieces of the network appear, larger pieces only appear in standalone mode or packaged game.
    The code from plecheg does not solve this issue but might come in handy for future projects! Thanks!

    Would appreciate any suggestions

    Leave a comment:


  • replied
    Hi, all. I've encountered some issues while using this plugin with client side "World Origin Shifting", some RoadActor's SplineMeshComponents has wrong positions after world origin shifts.
    So here is the fix in ARoadActor, just override these two methods:
    void ARoadActor::ApplyWorldOffset(const FVector& InOffset, bool bWorldShift)
    {
    Super::ApplyWorldOffset( InOffset, bWorldShift );

    if ( !bWorldShift )
    return;

    if ( !IsActorInitialized() )
    return;

    for ( USplineMeshComponent* Component : RoadMeshesComp )
    {
    Component->SetStartPosition ( Component->GetStartPosition() + InOffset, false );
    Component->SetEndPosition ( Component->GetEndPosition() + InOffset, true );
    }
    }

    void ARoadActor::PostInitializeComponents()
    {
    Super::PostInitializeComponents();

    if ( !HasAuthority() )
    {
    FVector CurrentOffset = -FVector(GetWorld()->OriginLocation);

    for ( USplineMeshComponent* Component : RoadMeshesComp )
    {
    Component->SetStartPosition ( Component->GetStartPosition() + CurrentOffset, false );
    Component->SetEndPosition ( Component->GetEndPosition() + CurrentOffset, true );
    }
    }
    }

    Leave a comment:


  • replied
    Got the plugin since the default landscape spline tool is just too limited. So far working great - so easy to Place roads now. But with big 6km^2 map the road actors vanish when playing in editor (or simulating). No issues on tiny map and removing cull volume didnt help. Anyone else with similar problem? Cant even see the road actors listed in outliner so something seem to delete them. With tiny map the road actors stay there when playing. What I could be missing? :S

    Edit: Now found it. Seems like sublevels cant be se "always loaded". After setting them to "blueprint", the roads appear now. Just strange that the landscape and roads are all in persistent (root) level.

    EDIT2: Very strange stuff. If any sublevel is visible, then the roads get deleted instantly. If I load sublevel e.g. 5 seconds after play start in editor, first roads show but instanly when sublevel (that have only some static mesh actor, no any landscape) comes visible then the roads vanish.

    EDiT3: Not having the issue in packed Project so no real problem. Loving the plugin so far.
    Last edited by SaOk; 01-01-2018, 12:59 PM.

    Leave a comment:


  • replied
    Thank you for the update, Le Samedi.

    Leave a comment:


  • replied
    4.18!!! Thank you, talos studios. Hope you fixed some bugs as well.

    Leave a comment:


  • replied
    Hello. I canĀ“t get to enable your plugin in the editor (UE 4.17.2). My project doesn't have a Plugins folder... Can somebody guide me trough this process?

    Leave a comment:


  • replied
    Please update to 4.18, please, i need to update but my project needs this plugin, i simply CANNOT do it without this plugin, Please, update this plugin before 4.19 comes out.... i'm begging.

    Leave a comment:


  • replied
    Not sure if this is already been asked but, before I buy this is it also possible to make a custom road texture?

    Leave a comment:


  • replied
    Originally posted by Thomas Quah View Post
    Hi,

    I'd purchased the Road editor, downloaded and installed the RoadEditorStudio_4.16.zip Plugin (and the update), but the system keeps complaining the following:

    The following modules are missing or built with a different engine version:
    UE4Editor-RoadEditor.dll
    Would you like to rebuild them now? (Rebuild always fails)

    Pretty disappointed, that the product does not install as expected, nor is there any documentation available.

    Emailed Talos several times, no response either.

    Anyone able to assist?

    Thanks and b.rgds,
    Thomas
    Not sure if still important, but have you tried putting the plugin in your project folder and not in the engine folder/directory?

    Leave a comment:


  • replied
    Argh.. i should have read about this dev before forking out the bucks to buy. bummer. i'm guessing 4.18 aint coming out soon

    :-/

    Leave a comment:


  • replied
    Hi,

    I'd purchased the Road editor, downloaded and installed the RoadEditorStudio_4.16.zip Plugin (and the update), but the system keeps complaining the following:

    The following modules are missing or built with a different engine version:
    UE4Editor-RoadEditor.dll
    Would you like to rebuild them now? (Rebuild always fails)

    Pretty disappointed, that the product does not install as expected, nor is there any documentation available.

    Emailed Talos several times, no response either.

    Anyone able to assist?

    Thanks and b.rgds,
    Thomas

    Leave a comment:


  • replied
    Originally posted by nameLive View Post

    hey how do you merge the roads? i got the personal version and also trying to package it but cant find a way to merge all the roadactors together.

    Thanks
    You just select all the cross actors and road actors and go to Window > Developer Tools > Merge Actors into one Static Mesh.

    Leave a comment:


  • replied
    Originally posted by gotgrassct View Post
    Yeah i think i get that error too. I can't package my game with the plugin enabled. So what i do is i merged the roads, disable plugin, and package it like that. It's not convienient at ALL, but that's what i do. I suggest installing the first version, and than apply all the updates onto the first versions installation, instead of installing the new version right away.
    hey how do you merge the roads? i got the personal version and also trying to package it but cant find a way to merge all the roadactors together.

    Thanks

    Leave a comment:

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