Roads

Posted By: MaxF

Roads - 08/07/06 23:37

Hi All

What is the best way to build roads is it models or blocks.

I want to use models they are faster.
Posted By: xboy360

Re: Roads - 08/08/06 12:29

Defiitely models. I am also making one. Should i make it as whole or piece by piece? 'Cause when you texture it, you can see the (very big) pixels. Is there a tile feature in MED?
Posted By: HeelX

Re: Roads - 08/08/06 16:00

Sure, with the current MED version you can define tiling textures. Nevertheless it depends on the road size/length wether its better to seperate it into pieces. So you can also define LOD stages and so on. When you chunk your roads, be sure to share textures by link them to external textures - this saves memory and increases performance.
Posted By: MaxF

Re: Roads - 08/08/06 16:14

Thanks Heelx

So does "chunk" work on models too.

So along as the texture is tileable it till blend
Posted By: xboy360

Re: Roads - 08/08/06 16:36

Wow, thanks for advice.

But what do you mean:
"be sure to share textures by link them to external textures"?
How do i do this?
Posted By: HeelX

Re: Roads - 08/08/06 18:34

Woah... stop

"chunked" is not meant in the terminology of a chunked terrain. Chunked models don't work, though. I meant simply that you build your street model and after that you take a look and slice it into many parts -- chunks so to say.

But what do you mean: "be sure to share textures by link them to external textures"? How do i do this?

Imagine you've got 8 road-chunks with each models texture summed up you got a total of 8 textures or more (sideway, special signs or so) -- but originally, your very big model had only.. e.g. 3 textures or so. So: save your 3 textures as external files. Inside each chunk dont save the needed texture(s) INSIDE the model, but check the checkbox "extern" and choose the texture with the dialog: that means that the engine takes the model, looks where the imagefile on the HD lies and loads it. When 8 models refer to one external texture file it is just 1/8 of the memory in use than before (whereas you had saved the 8 textures INSIDE each model).

Download the latest release and have a look into the skin manager of MED and you know what I mean.
Posted By: MaxF

Re: Roads - 08/08/06 18:41

Thats great, thanks for the feedback
Posted By: MaxF

Re: Roads - 08/10/06 03:02

Hi Heelx

When you select "extern" MED does not let you select mipmaps (its grayed out).

Plus whats the best way to blend two sections of road (2 models) together.
Posted By: HeelX

Re: Roads - 08/10/06 09:40

Yeah that is right - that is because you don't inherit the bitmap in your model. I'm not sure, but A6 creates the mipmapchain automatically when you load the model. If it is not so you can otherwise save your texture as DDS file. There you can precalculate the mipmaps so that A6 doesnt spend time on it (faster loading), plus, even with the mipmaps inherited, the DDS file will be surely smaller than your original texture file.

Quote:

Plus whats the best way to blend two sections of road (2 models) together.




I don't understand this question. When you've done a big model of your road and you've chunked it, the several chunks fit perfectly together. In the following picture I made a quick road model.. the red and green part display the 2 chunks for instance. You seperate them and later in WED you stitch them together... voilá!


Posted By: MaxF

Re: Roads - 08/11/06 03:01

Hi Heelx

Thanks for the reply you are so good..

But what if I made my road in 2 parts.



Is it better to build 1 big model, plus I don't understand
Quote:

You seperate them and later in WED you stitch them together



Posted By: xboy360

Re: Roads - 08/11/06 03:05

I think by stitch,it means merging the two roads and welding the vertices. Am i right?
Posted By: TWO

Re: Roads - 08/11/06 11:08

Bingo You´re right

The bighter/dark problem is because of the graud-shading. This can be disabled through a simple shader then you don´t have to merge all roads.
Posted By: MaxF

Re: Roads - 08/11/06 23:11

Quote:

and later in WED you stitch them together




I don't think you can weld the vertices in WED.
Posted By: HeelX

Re: Roads - 08/11/06 23:48

I don't mean vertex merging, but placing both (or all) entities so that they build up the original shape.
Posted By: MaxF

Re: Roads - 08/12/06 04:17

So that takes me back to the blending question, take a look at my image above..

Sorry for all the question.

I think I get you, you make a big model in MED and cut it upin MED then in WED put them back together.
Posted By: HeelX

Re: Roads - 08/12/06 07:39

Oh I didnt saw the picture. Well, you have to create a material that avoids too much gourard shading here. Its also better to calm down the albedo value!
Posted By: MaxF

Re: Roads - 08/12/06 16:44

Thanks Heelx you been GREAT
Posted By: xboy360

Re: Roads - 08/13/06 07:03

Hey there,

Is there like a Road Editor? I downloaded freeworld 3d trial and the road feature was great! Is there any other software?
Posted By: HeelX

Re: Roads - 08/13/06 07:20

Uhm, check Blender, it has Splines Or buy Cinema 4D XL6 CE, you can get it on magazine CDs or at EBay, it features splines also.
Posted By: xboy360

Re: Roads - 08/13/06 07:34

OK, i'll try that, Thanks!!
Posted By: jameshawn

Re: Roads - 11/24/10 23:10

i have 36 made roads forsale here on the site dude ok......look for 36 roads for sale ok... all you need or i can build them in peaces as maps....
Posted By: rvL_eXile

Re: Roads - 11/24/10 23:38

Dont offer your Roads on any Thread ! This Thread is more than 4 Years old... so stop spamming !
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