WIP Realistic Highway System

Discussion in 'Terrains, Levels, Maps' started by Twitch Axis, Jun 29, 2017.

  1. Twitch Axis

    Twitch Axis
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    So my last map died...due to a stupid thing I did, clearing cache, then not being able to match up terrains, long story for another day. I have decided to work on something that I have been thinking of for a long time, a Realistic Highway System. The features of this map will be:
    -Realistic Exit Ramps and such
    -Many towns/villages to stop at off of each exit
    -Realistic Signs
    -ALL CUSTOM OBJECTS :)
    -And more to come

    What I have done:
    -Layout of one town with curbs/manholes in place with decal road down
    -One lane of one of the highways
    -Merging ramp decal road
    -Stop Signs

    screenshot_00061.png screenshot_00062.png screenshot_00063.png

    For right now that is all to come! I have a lot of work ahead!
     
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  2. B727ClassicFlyer

    B727ClassicFlyer
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    My suggestion would be to add an abandoned or forgotten stretch of highway with horribly maintained roads, like potholes, bumps and missing chunks, and everything else.
     
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  3. Twitch Axis

    Twitch Axis
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    That is a good idea! Maybe I will consider adding it into a road linking towns...
     
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  4. EruptionTyphlosion

    EruptionTyphlosion
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    Whenever you clear cache, your files should be in a backup folder. Drag the files related to your map from that folder to your mods folder and it should work again...
     
  5. Twitch Axis

    Twitch Axis
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    I tried but for some reason it created terrain1 terrain2 terrain 3 all the way to 25 and I have no clue which one I need. And Honestly, that would have been my first map so I didn't really care that much, it was bad.
     
  6. Srockzz

    Srockzz
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    I would suggest first working on getting a High Quality realistic highway grid, and Then, work on the cities, towns, villages and all those things. I would also suggest that you make a sort of "Blueprint" So you know what goes where
     
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  7. The Originators

    The Originators
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    This a great idea man! Can't wait to see how it turns out!
     
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  8. Twitch Axis

    Twitch Axis
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    Glad your interested!
    --- Post updated ---
    *Pictures Coming Soon*

    Things I have done:
    -ADDED A HEIGHTMAP!!!!!!
    -Created a small river and lake with a dam
    -Added an overpass and second lane to the main highway
    -Preparing to add the layout of the second town with curbs, roads, and manholes/grates
    -Making texturing the land where I have created water and such

    I will add pictures very soon, and promise to keep you all posted. Also I am still working on trying to figure out my texture problem, then you will see my custom road textures I made. I am striving to have this map 100% custom using no Stock assets. If you have any ideas, feel free to pm me and I will also be opening Beta testing by next week as well. Thanks for you interest!
     
  9. EruptionTyphlosion

    EruptionTyphlosion
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    Where would this be based off? I would love to see some mountains and runaway truck ramps.
     
  10. Ezo

    Ezo
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    It would be aweasome if it has some kind of police station,or speed radar, that we can pass over them at 300km/h(186 mph [thanks @FireStriker]) in a 45mph zone...
     
    #10 Ezo, Jul 2, 2017
    Last edited: Jul 2, 2017
  11. Twitch Axis

    Twitch Axis
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    It really isn't based off of anything, I just got the idea! The towns obviously will look just like any other town you would see, not very populated just some houses and a block of shops and stores. I may make a small city, not like NYC but like a suburban area with city hall and houses, a rec center. I want to make this map as realistic and as close to the real world as possible, so you won't see like jumps and obstacle courses. The terrain may make a good jump, but nothing man-made.

    As you look at a highway, I don't really see many runaway truck ramps, but maybe I could throw some in there. You see, I don't really know how to create one because I don't live in or drive in any areas where there are a ton of big rigs driving down huge mountains. But, yeah I will look into it for ya!
     
  12. FireStriker

    FireStriker
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    300KM/H is 186 MPH.
     
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  13. Ezo

    Ezo
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    Oh, thanks man!
     
  14. Twitch Axis

    Twitch Axis
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    So this map is actually coming along pretty fast, although I am having some small setbacks. Here are the things that I have done recently to make this map better:

    -Smoothed the merging ramp, but I do not have textures for that yet, if anyone is interested in making some textures for that area PM me. I will leave details below
    -Added a river with a lake and dam
    -Textured that area before I add Static objects
    -Added MeshRoads to level out the road when coming off the small land bridge, you don't want to get air

    What textures I need:

    For the merging ramp I need a small dotted line in the MIDDLE of the road with a Solid white line on the right and left side. Only one solid white line will show, but I need both because of switching sides of the highway.



    The shading of this texture HAS to match the road texture I already have, you can take the texture I have and modify it or you can just create your own, but please, please don't waste my time and match the colors.

    I also need white striped decals for this:



    If you see the stripes when the two lanes connect, I need something like that. I have no problem making them by myself, but if someone else would like to help, I will give you credit for your help and I will greatly appreciate it.

    Images:

    screenshot_00064.png screenshot_00065.png screenshot_00066.png screenshot_00067.png screenshot_00068.png
     
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  15. DutchyGamer

    DutchyGamer
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    Maybe you could get resources from other games for the stripes?
     
  16. EruptionTyphlosion

    EruptionTyphlosion
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    Ask @bob.blunderton , he'll probably let you use his...
     
  17. Tsutarja495

    Tsutarja495
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    His what?
     
  18. EruptionTyphlosion

    EruptionTyphlosion
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    Who are you talking to? Me? If so, I'm referring to his road textures, which he has let people use before.
     
  19. bob.blunderton

    bob.blunderton
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    All my stuff in my maps, texture-wise is free beer, buddy. If you're going to make a map, have at it. Might want to make your own normals if they appear too 'dark' (a few of my dark pavements in tennessee ROANE COUNTY map do this, use the dark pavements from SO-CAL interstate instead).
    Grey pavements, big variety, two 'sets' mostly interchangeable with patches, lanes, stripes etc = Roane County
    New pavements, full variety of highway and surface streets, with patches etc = So-Cal Interstate
    Keystone concrete block wall, various concrete trim textures = So-Cal
    (and Roane County has a bridge wall texture too and some jersey-barrier texture that even chastises you if you don't make the wall height right. If you're making jersey barrier and use Roane County's texture, wall height 1.5 & width 0.2~0.4 as needed on a mesh road makes a great jersey barrier, submerge as needed to hide the nasty message insulting the level builder :) )
    Concrete Pavement textures = Nevada Interstate, sometimes the retaining walls glitch out for nvidia users, so don't use my retaining wall textures without consulting me (there's one that's broken, see the discussion thread for example & fix, it's not power of 2 and the nvidia drivers don't support that, but the road textures are all work great here). This concrete road texture was one of my most recent ones and it shows, I was rather proud of it.
    Open Bridge railing & Guiderail textures can be nabbed from Roane County, they're pretty good.
    Beige/Tan-colored 'sand/shell' pavement oft-found in coastal communities (and here!), is available in Roane County.
    Roane County features a lot of striping, and also has the chevron pattern you are pointing out. It faces different ways for on and off-ramps, but I only made one, beyond one it just is too technical and my map is already pushing 3.5gb VRAM use on high/ultra details. Yes, that is called CHEVRON STRIPING, that you were looking for.
    ALL of the maps feature STOP BARS, TURN ARROWS, a full compliment of striping, and ROANE COUNTY features signs. You will have to ask @RedRoosterFarm if you can use the signs, I am sure he won't mind, but he created them for my map and some others.

    Most all the textures I made by hand, however, there was on from Nevada Interstate, a grey, smooth-looking pavement texture that existing in black hills 2015 by ouerbacker, an excellent map, that I added a freeway into.

    Do check out all my maps, and feel free to give me a shout if you need help with something. Generally a generic normal texture will work for all of them, a sand-ish normal texture, it's the reflections you want to get right.

    When looking through my texture files (they're a BOOK), NT or NOTRANS suffix on the texture name (that shows up in the game editor) is telling you it's used on meshes, because I make many bridges out of mesh roads, though you can't tell, as modeling was out of reach for me, and every bridge is different! If you don't see NOTRANS or NT on there, it's just for a regular hand-drawn decal road.

    Also, There's a COMPLETELY_TRANSPARENT in the art/roads directory in So-Cal Interstate and Roane County that I use to make an invisible decal road to guide the AI where I want it to go, especially when intersections are large and require multiple pieces of decal road to make it look good. This is how I get cars to stay in lane on highways, or get AI to make realistic turns (when it cooperates and doesn't drive the wrong way, etc).

    Before you ask me how things are used, please reference my maps. This way you have your answer right away!

    Width goes something like this:
    Highways 2 lane 12-width (this includes the shoulder) (highway lanes in USA are 11.5ft width, 10ft shoulder, 2~6ft inner shoulder)
    Highways 3-lane 15~18 width (this includes the shoulder)
    Surface roads of about 40~55mph = about 10 width
    Surface roads of about 25~40mph = 9 or so width
    A width of like 7~9 or so would be accurate for back county lanes that aren't striped.
    Highway grades are generally limited to 6~8% grade going up hills (and generally down too) (6% is new standard IIRC, 8% is grandfathered in from Eisenhower days)
    Side roads can be whatever grade is appropriate. There's generally signs for anything 10% grade and over.
    Making mesh roads into guide rails is easy. Set your defaults at the top to 1.5 height and 0.25~0.4 width, and lay it along the desired route keeping points evenly spaced (the tighter the turn the more points you need). Try not to transition from points spaced far apart to having them close together, or the mesh will 'freak out' and overlap itself, and when it does that you will NOT be able to insert new nodes correctly with the + tool. Evenly spaced nodes = nice bends. Bending a thin or narrow mesh too hard will invert the faces and eat cars. OMNOMNOM.

    You will have more than enough stuff to make a complete city map, do whatever. ALL highway sets (new pavement, old, concrete, and sand/shell beige pavement) all have their respective ramps, amounts of lanes (some may not have 3 lanes), etc. You shouldn't 'want' for anything.

    Good luck!

    EDIT: Feel free to take and use what textures you need, size adds up quickly. The models in the map for buildings signs, and such aren't mine. You will need to ask the appropriate authors for permission to use.

    Look up 'Something about roads' thread for info on how to use mesh roads to sculp your hillsides into roadbeds. Using mesh roads for the road surface is generally frowned upon and really cuts into the play-ability of the map. It's ok to use the for bridges though, just be wary that that IS the reason why So-Cal lags a bit on an otherwise sparse map.
     
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  20. Twitch Axis

    Twitch Axis
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    So I decided to overhaul all of my previous road textures, and I made a nice clean road textures.

    Ramp:

    screenshot_00071.png

    Main Road:

    screenshot_00069.png

    Three Lane Highway:

    screenshot_00070.png
     
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