Road decal question

Discussion in 'Content Creation' started by CoffeeCrazy, Mar 31, 2019.

  1. CoffeeCrazy

    CoffeeCrazy
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    Joined:
    Aug 4, 2013
    Messages:
    75
    When looking at roads in West Coast USA, it appears as if many of the road areas are sitting above the ground like a decal would be. Except, these decals are huge and cover many of the roads completely.

    https://gyazo.com/449021c498869ad9996a187a7d1dad8c

    However when editing the map, it looks like theres a large decal over the roads that holds all of the decals. For instance I can move the lane lines and dirt/skids around, but its all contained on that layer above the street. yet there's no z_fighting at all? What is this sorcery? Am I a decade behind in how this all works?

    How do you make this magical decal layer on top of roads? I have so many questions and I don't even know some to ask yet because this is all so new and cool.

    EDIT: Are the roads 3d models or terrain? If it's terrain how are they all so precise? High resolution heightmap?
     
  2. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    790
    There is an option render order or layer order. Can't remember the name but it's an attribute that sets its z priority. Default is 10.

    If its 9 its rendered on top of 10, if 11 its below. =)
    --- Post updated ---
    It's called, "Render Priority" so figure it as Z priority. Higher numbers are placed LOWER and lower numbers. . . are placed higher. 0 is always "top" layer. So If you're doing a road with a lot of details, set the first layer to 20, then the surface on top of it would be 19, 18, 17, etc..

    upload_2019-4-5_17-58-47.png
     
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