How to create roadside guardrails on world editor?

Discussion in 'Content Creation' started by Ft5fTL, Jan 12, 2022.

  1. Ft5fTL

    Ft5fTL
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    Hello there, I'm trying to learn the world editor and i couldnt find anything about doing fences-walls-guardrails. All i found is that i can spawn them randomly with forrest brush. Any practical way to make it follow the road?
     
  2. Sithhy™

    Sithhy™
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    I know that you used Blender to do such a guardrail "snake" but I'm not exactly sure if something changed since the last time this method was still being actively used. I suppose that @B25Mitch could help you?
     
  3. Ft5fTL

    Ft5fTL
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    So basically i need to export the meshroads as collada and open it on blender or 3d studio max for making stuff like that, right?
     
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  4. B25Mitch

    B25Mitch
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    Vehicle Designer
    BeamNG Team

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    If this is one of your first map projects I'd recommend using textured meshroads for guardrails, like this high quality mod uses: https://www.beamng.com/threads/pjs-drift-rally-map-pbr.83524/

    A more advanced technique which requires a solid grasp of Blender is as follows:

    1.) Import the level's heightmap into Blender and apply it as a displacement texture to a subdivided plane, to get an accurate representation of the level terrain in Blender. Make sure the scale and positioning match your level's terrain scale and world position, and that the displacement strength is equal to the BeamNG terrain height. Also make sure to use linear color space for the displacement texture instead of sRGB.

    2.) In Blender, add Bezier curves using the terrain as a reference, and instance arrays of guardrail segments along them.

    3.) Select the instanced objects and export them to a forest file in the level/forest folder, using the Blender forest exporter plugin: https://github.com/BeamNG/blender-forest-exporter . Forest items are an efficient way to render many instanced identical objects such as guardrail segments. You define the name and mesh path of each forest item in level/art/forest/managedItemData.cs.
     
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  5. Ft5fTL

    Ft5fTL
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    Thanks for your suggestions.
     
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