MUTCD compliant roads and signage for US inspired maps.

Discussion in 'Ideas and Suggestions' started by coolcat6, Feb 20, 2025.

  1. coolcat6

    coolcat6
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    The road markings and signage in the west coast, east coast, utah map are laughably cartoony and unrealistic. Especially the broken lines. The MUTCD (https://mutcd.fhwa.dot.gov/kno_11th_Edition.htm) details everything you need to know on making road markings and signage. This is suppose to be a driving simulator, not some arcade racing game where people don't pay attention to roads and signage. upload_2025-2-20_20-7-11.png Seriously. This is not what American roads look like. Why are the broken lines so short, and why is the gap between them so small? Atleast make them appear realistic, its as if the devs didn't even try. The broken line road markings should have a 10 foot line and 30 foot gap between them (or a similar length in the same ratio).

    tldr: the US inspired roads in this game do not feel American at all due to the road markings and signage. Please make them more realistic with real specifications since this is a driving simulator, not an arcade racing game.
     
  2. Occam's Razer

    Occam's Razer
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    I'm a stickler for details as much as the next person, but IMO, you're coming on a liiiittle strong accusing the devs of making an arcade racer in a vehicle sim's clothing.

    Firstly: remember that most of the dev team is from Europe; if they're making road markings and signs by way of feel (and as artists in the game development racket, I doubt they're beginning their work by reading dry gov't PDFs), they're bound to make assumptions about what things look like. This leads to some blunders, but in my experience, they're willing to adjust details if the community requests it. For instance, when Utah first released, it had Euro-style chevron signs, but this detail was rectified within a few months.

    The other issue is technical/artistic. Every pixel of texture adds to its performance cost, whether it's transparent or not. The few times I've ever experimented with rectifying this issue you describe in my maps, I've always found it's more damning, visually, to have fewer variations of road line than to have inaccurate road lines. The devs have probably had the realization that they, for the same performance cost, could design two/four lines on a texture instead of one/two, leading to more variety. Less accurate, but feels more convincing. And outside the physics, I'm not sure prioritizing feel is necessarily a bad thing.
     
  3. coolcat6

    coolcat6
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    I mean you can still have realistic good looking roads if you try, just take a look at the GTA 6's trailer (a game that isnt even focused on driving). I doubt the devs read anything about the specifications on road markings and signage yet from what we can see in it, the road signage and markings in that game look very good and quite realistic. The devs of the American inspired maps in beamng should have atleast used reference photographs from Google Streetview and satellite imagery from Google Earth to see what roads in the US look like, cause even from an Artists perspective (or map designer), an artist can definitely tell the US maps in beamng don't look anything like American roads.

    tldr: The roads currently look as if the map designers didn't even use reference photographs and imagery for the US from Google Streetview and Google Earth when creating the maps.
     
    #3 coolcat6, Feb 21, 2025
    Last edited: Feb 21, 2025
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