If i clearly understand, PixelPerfectPolygon, you means 1 roads 2 lanes with an out with 1 road 1 lane. I already do this in the RoadNetwork Configuration (the one by default). If i take a road 1 lane :
And Ctrl + Left Click (Auto Crossover) on a point on the other road 2 lane with the last point of the road 1 lane selected :
You will have what i think you want. It give you a road 2 lane with a crossing that bifurcates on a road 1 lane. I put a stop as side object to give that in game :
So for your game i would scale the road 2 lane to 6 meters, the road 1 lane with 3 meters, and the dirt road with a layer material on the landscape (when i can avoid spline mesh i do it with layers). But you can implement your road 2.5 meters with the road 1 lane (you will have LODs) i give you as fbx and put a dirt material on it. You will just have to work on side of the material (a mask?) to not have a sharped transition beetween dirt and landscape, not shoking on asphalt road, but strange on dirt road.
Hi, my name is Diego Ribeiro, Iām from . We bought the plugin, started using it and had some issues.
Ok, i figured out some ways to make the roads attach to each other correctly, without changing the plugin itself.
Iāv made a road that goes around the area of a favela in Rio de Janeiro, but first, I made the montain, modeled with unreal Landscape. Everytime I move 1 road, rotate, or create a new spline, point, whatever, it just crashes all the landscape around it. I cant remove the Auto Digging function, because it always come back, and everytime I create a new road, I tried to disable the function first, but it enables itself when I create a new. If I delete the points, it also crashes the landscape⦠I dunno what to do anymore, since the landscape if āphotorealisticā, if I crash, I will loose all the work⦠and the roads, the plugin shouldnāt have that behavior too.
What do you mean by the landscape crash, something like the last picture ? That means you sculpt after making road.
Ok so look at this video : https://www.youtube.com/watch?v=j6UlzbaVTh8 at 17:00 and look until the end. You will have your answer.
The plugin shouldnāt have that behavior, yes, but i am limited to a plugin, not an engine. I have no way to ācaptureā your sculpt and put it in my cache without changing the landscape module. Not a single delegate left by some programmer in sculpt editor mode, and i have searched
By the way to resolve this issue, delete the cached landscape (CahedLandscape) under the landscape you have change. Assume that the previous digging is now part of your landscape. And let me know.
So a more thorough review of the plug-in and then words on the developer himself.
First the plug-in is a massive time saver. Literally with a point and a click you can lay down roads effortlessly and painlessly. Iāve laid down hundreds of roads and as a barely out of the womb level designer it couldnāt be easier. There are however a couple of ways for this great plug-in to get even better.
The plug-in canāt do hard corners. Generally if youāre have to make a hard right turn instead of making the 90 degree turn the plug-in will make the spline a curve. Youāll need to make your own meshes to handle this and implement them in the Road Network.
You canāt switch road meshes. Once you place a road down and want to make it into a different mesh youāll need to erase the whole road and start over again. Itās tedious but Iāve talked to Le Samedi about it and he intends to add this feature in the next two days.
As for my review of Le Samediā¦
Every time Iāve had an issue, Le Samedi has been online on Skype inside of 5 minutes to help me figure my problems out. He is a genuine good guy developer. Yesterday he spent 2 hours with with me to figure out a mistake I made with my sublevels. Always pleasant. Always engaging. If for no other reason than this I would suggest everybody pick up the Road Editor plug-in. Itās not only a great time saver but the guy behind it is a wonderful human being. Truly A+ work.
The plug-in is awesome, the developer is very responsive, his hosting sucks and you should check your download to make sure you got the whole thing. Find the fastest internet connection you can for the best chances.
Yes, it was easy to implement, but i donāt update to make this only happen when the level is loaded, you know World Composition can be hell, so it take some time. I donāt like when computer is crying when you ask it to replace thousands of spline mesh
Yes, the āruntime editorā make me think at Infraworks, but the editor with nodes look a little like Houdini, if i remember well.
I agree. I am looking at that. In worse case you just need updates. 16 Mo it should pass through this ocean without problems.
Hi darorck. Yes, it is because i donāt make enough doc, so i put a ācontact usā to verify you can at least install it and use it. The tool is personal at start, maybe too, and i donāt have time to make tutorial and doc for beginers, thatās it. For now I continue without any constraint as the development and maintenance.
It is in submission, but i donāt continue for same reason as before. Anyway Iāll continue where it was, it will save me time when it will be good for the marketplace.
I donāt know, I guess yes, a bit like the steam keys. I must ask them when I would resume. But I really advice to wait for the marketplace if it worries.
Hi Le Samedi,
I am trying to purchase your plugin but on your website it says it protected:
āThis product is protected and cannot be purchased.ā
Is it off the market?
Hey, Le Samedi, your site keeps clipping off after 200 megs or so. Did you know you can split a zip file into many smaller ones? If you use 7-Zip, itās at the bottom left. Try using 100M down there.
Like that. Itāll split it into three files at about 100 megs each. Might fix the download issue. Might not. Worth trying at least.