ok so first off, can i place decal roads on the model, since that'd be easier? second of all, if not, can i create ai paths without decal roads? reason im asking is for my iroha port which is a model instead of terrain
Yes it is possible take a look at how the big city map is set up in beamng open it in the world editor, and you will see some big orange spheres in the intersections in the city parts and over bridges, look at the names of the spheres. And then open the zip file, and find a file named *Map* (I think) and there you will find how it all connects together Hope this helps a bit.
ok so im having issues with ai, heres exactly what i did: created a decal road that followed the mesh's road (got tired of placing and renaming hundreds of waypoints) set drivability to 1 moved terrain under mesh so it wouldnt be visible (only by the z axis) closed game and moved saved files into zip reloaded game however, when i try the ai, it drives a few feet backwards then a few feet forwards and doesnt stop. when placing the car on the terrain everything seems to work fine even though the only thing that changes is the z axis. how do i fix this?
How far under the terrain is the decalroad? Open the AI app and you can view the individual nodes that the AI is trying to get to. If a decal road node is too far under the terrain, the AI will get stuck in a feedback loop of "I can't reach this node even though I appear to be where it is." Fixing this isn't easy, you have to make the terrain extremely close to the mesh so that the AI actually pass through and touch the checkpoint. You'll be doing a ton of tweaking to make this possible, and you're going to have to constantly have AI run to make sure that they are able to follow the path. Believe me, I did hours of this working on my Rotting Grounds map. You can trick the AI with bridges by making the decal road have nodes only at each end of the bridge. The only issue here is that the bridge has to be absolutely straight or the AI will drive over the edge of said bridge. Hopefully you understand this, explaining it isn't really simple.