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I see. It looks like it is because the actual road part of the road gets projected directly on to the terrain (which is a tiny bit below where the...
If that works, it sounds fine. It might be related. See if it improves once that problem is fixed. If not, we can take a closer look. Dave
Its a saving problem then. We will need to look into it. I am not sure what is special about your specific map - we tried it on a few, including...
Every time you switch between edit and render modes, the roads are all re-created. This is why the flag will be on. In future, we can maybe have...
Maybe you already know this, but: the trouble with painting textures - other than the fact it is time consuming - is that it's blocky; you...
RE the painting of textures: it can't be done right now because of the base colour. we will figure something out. It sets all the decalroads...
Yes, it will convert decalroads to 'road architect' roads. In the scene tree right-click over the road (or selection of roads), and you will see...
Can you show some pictures of these floating sidewalks? I am not sure I fully understand, and I haven't seen it. If bursting the tyres is the...
Originally, the thickness/depth made sense because we had the option to use either decalroads or mesh roads (procedural meshes), but I took that...
You can have linear superelevation - go into the Nodes List, click on the pencil icon. You will see a rotation box at the bottom. Or check the...
Yes - it needs to be saved as a 'session' in the tool. If you find that this is crashing, logs would help. I haven't seen it crash on save or...
I see now what is wrong from the video -- you are setting the height offsets of the lanes. This controls the vertical thickness (depth) of the...
Not sure what is going on in the image - if there is a terrain block underneath (and not something else like a ground plane) then it should...
There are some technical issues which prevent us from automating that right now. This is near the top of the list of things to do next though.
OpenStreetMap is a different can of worms. It is graph-based, so all roads join up at a single point. Junctions are not like this, so work would...
I recommend attaching it to the left or right and pulling it out a bit. Imgui is a bit limited, lets say.
It doesn't do that yet. You will need to paint it manually for now.
More generally: I understand it can be confusing at first. It’s a large tool (over 32,000 lines of code). While we aim to simplify it, we are...
Yes. The sidewalks are procedural meshes and the road is laid on the terrain, so the two dont always 'gel' perfectly. Try increasing the...
It has been. Documentation here: https://documentation.beamng.com/world_editor/tools/road_architect/