Road Architect

Discussion in 'Ideas and Suggestions' started by M3MotoMan, Jul 6, 2025.

  1. M3MotoMan

    M3MotoMan
    Expand Collapse

    Joined:
    Mar 30, 2025
    Messages:
    13
    The Road Architect tool looks very promising. I'm sure everyone who creates roads would love to see this get more development focus.
    One thing I think would greatly improve it is to be able to assign a ground texture automatically under the road decals or even just under the mesh, with options to have solid or feathered edges and maybe even to add a min and max randomness/roughness to the feathering (for more natural blending). This would be a massive time saver and likely improve the look of roads.
    Also, I know we can select all nodes and raise or lower an entire road, but a built in "Terraform Rendering Height Offset" might be a nice addition. (I often like to lower the whole road before terraforming to give roads a raised bank)
     
    • Agree Agree x 1
  2. AlexKidd71

    AlexKidd71
    Expand Collapse

    Joined:
    Mar 16, 2022
    Messages:
    529
    And please let us use the procedural meshes like sidewalks after loading the map without entering world editor. Perhaps with a lua command for loading and rendering a road architect project after the map is loaded.
     
  3. Occam's Razer

    Occam's Razer
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    1,261
    I haven't had the chance to use the Road Architect much since it released, but last I checked, BeamNG's terrain system doesn't allow smooth/feathered blending between material layers. Each terrain vertex can only have one material layer assigned to it, and the polygons between those vertices are what handle the transition.
     
  4. AlexKidd71

    AlexKidd71
    Expand Collapse

    Joined:
    Mar 16, 2022
    Messages:
    529
    The old non pbr terrain textures did blend quite well. With the pbr terrain it’s much harder to get decent results. The colors have to be desaturated and shouldn’t be too different between the terrains. I really would like to have an in-depth explanation from the devs how their best practice is.
     
  5. M3MotoMan

    M3MotoMan
    Expand Collapse

    Joined:
    Mar 30, 2025
    Messages:
    13
    Feathering would be great, but even an adjustable dithering width algorithm could make things looks more natural.
    This should kind of show what I mean... (assuming I can put a picture in here :) - haven't tried this yet)
    upload_2025-7-8_10-55-2.jpeg
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice