Road Editor

Hello,

i purchase your plugin and it works well. But I woould like to have smalle white spheres for the spline. How can I adjust the transform of the white sphere.

Thanks

Done, i add settings for visualizers. Download only binaries, and replace files.

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Thanks for doing this. Great work.

Greetings

Did I miss something, or am I thinking of something else, but I could have sworn I saw trestles in a picture - for making bridges with.

One page back on post #79

It is just a static mesh to test what do i need to do on the plugin to make bridges easier than now. I will take parts of this bridge mesh to construct side objects and side splines on road 2 lanes to activate/desactivate bridges parts on this with a more effecient digging transition. But side splines and digging ratio is not implemented yet. For now, it will deform pylons, and it is hard to setup a bridge with good looking digging.

(Deleted, of course it works that way)

One guy already tried that. So i already put sources of roadruntime part in the plugin. You don’t need it but your migration destination must have at least the runtime part of the plugin. I sended what you miss, but you just need to have runtime binaries to migrate this in an other project.

He did, it worked great! Thanks, Samedi.
I can’t wait to see how this develops.

Can we copy and paste roads?

How do we change the road textures?

Having the ability to scale the width of the roads would be an awesome addition as roads don’t always maintain an exact width.

Yes you can. You can copy paste a road (Ctrl C -> Ctrl V on the mouse location). Since the multi selection is not implemented, i don’t use this feature myself, but it is implemented.

Like everything in the engine, by changing the material on the mesh. The road meshes are located in road folder in the default content plugin. Here is the process when i want to put the landscape material on the extrudes :

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You can use the find function of the engine by clicking the brown icon on a mesh. You will arrive directly in the mesh folder.

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And of course you can implement your own meshes in the nework configuration if the UVs does not convince you.

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Ok you convinced me. I will implement spline scale after the Marketplace, i will not give to Epic a plugin a day, they have enough work, so currently i lock updates, but after.

By the way, I take the post to put the last updates i don’t have time to put on the forum, thanks for the lot of feedback Frogwares send me, I add the “add cross” with a list of compatible cross when you select an extremity of a road (AddCrossAtExtremityBefore -> After).

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And add the turn option (TurnClockwise and TurnCounterClockwise) with 90 degrees by default (the most usefull).

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If you have a bad layout that make you unhappy you can fix it with the two button clockwise and counter.

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More easy to make city block now. I dont have time to make a 90 degrees turn mesh, but you can add yours and choose the direction with turn. And don’t forget you can implement dead-end, a cross with 1 road output, if you need, We will use this to do a transition beetween a dirt layer path and a paved road mesh for our game, for example.

Do you know when you’d allow for us to be able change the scale of the spine? For our game it’s significantly bigger than what we would like.

Hi Le Samedi, this is from (Brazil). We bought your Road Editor plugin for UR4 and the two versions available for download are crashed. We can download it, but we can’t extract it. It says that the file is corrupted. Can you help us on that matter? Thanks in advance. :smiley:

Even if i implement scale, you will have to scale them at every point, by default the ratio will be 1. So i sended you the roads and crosses FBX. Maybe a good idea to reimport them at your specific game scale.

Sended to your customer email.

The email I realized buying >>
My email contact is
If doing something or send something, send in

Ok, sended.

Thanks man! Got your e-mail! Your support is amazing!

The main issue we’re having is this: In our game world there are multiple sized roads. We are doing 6m roads for main streets, 3m roads for our rside streets, and 2.5m roads for our dirt roads.


I already know we’re going to have to create our own mesh for crosses that go from a 6m road to a 3m side street. However if we take a 6m road, attach a cross piece that goes from 6m to 3m, are we going to be able to continue with a 3m road on the other side? Or will we be stuck using a 6m road? Is this something you could work out? The image above is a good example of a 6m road, a 6m to 3m cross, and a 3m road coming out of the cross. What would be the best way of going about this?

Problem solved, thanks!:smiley: :wink: