Road Architect from BeamNg.tech

Discussion in 'World Editor' started by AlexKidd71, May 27, 2024.

  1. Dave_

    Dave_
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    BeamNG Team

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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 actual road nodes etc are), but the sidewalks (meshes) do not. I think we can fix that somehow. For now, you can try lowering the nodes slightly (use the gimbal with ALT, then change the Z-values so they very slightly embed into the surface). This might fix it.

    Not sure this is enough to burst the tyres. The tyre popping might be because the procedural meshes used to make the sidewalks are quite thin (about 10cm). With mesh roads (also procedural meshes), they generally need to be about 0.4m deep, otherwise the tyres detect both the top surface and bottom surface of the mesh - as the 'contact' surface, and gets conflicted). That might be harder to resolve if thats the case - I will need to look into it.

    UPDATE: there is a small artificial offset added on to the sidewalks which is causing the gaps. I took it out and the car can drive up on them. I will get it added to one of the hotfixes.

    Dave
     
    #61 Dave_, Sep 24, 2024
    Last edited: Sep 24, 2024
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  2. Seabird

    Seabird
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    I also have the problem you have shown above.
     
  3. iRetr0x

    iRetr0x
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    speaking of the sidewalks, could we possibly get an option to just have the curb and not the sidewalk itself? i'm working on a rural town map that uses that setup and would be sweet to have, I've tried making curbs in blender to use on the map but that didn't go anywhere.

    and also while I know this might not be specifically your department but I'm working with a real life lidar height map that already has roads, foundations, tree bumps and all of that, and could use a better way of visualizing the terrain height while still being able to use the gizmos and stuff (currently using the "advanced lighting: normals viz" but it hides the gizmos making it difficult to use.) Basically I use the terrain height to know where to place certain objects, buildings, roads or trees.
    p.s.I'm using a non-pbr terrain because I like the ability to paint anywhere without modifying texture files.
     
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  4. AlexKidd71

    AlexKidd71
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    @Dave_ it seems that if I use roads with sidewalks or building bridges and save the level in render mode that the meshes do not show up if I reload the map. Is there a trick I missed or is this functionality not implemented yet in 0.34?

    Another thing is the heightmap png generation for a map scaled bigger than 1. I have a scale of 1.2. The png should be stretched on both dimensions. But it uses the scale of 1 and repeats the original heightmap instead.

    I really love the functionality of road architect. It will make things so much easier.

    Best!
    Alex
     
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  5. Sea Land Air

    Sea Land Air
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    Hi @Dave_ you are a legend for replying and giving us so much help/detail/troubleshooting!

    I also am having the same issue with AlexKidd71 above. Sidewalks and other procedural object do not render when loading a map. I've ensured I commit my changes from /levels to /mods as well. Luckily I can reload the RoadArch session and get everything back, but eventually I would like to share my map with others :).

    Some other quick observations that I've found using the tool:
    - When I'm in RA and trying to place junctions - clicking the right mouse button rotates the camera and cancels the placement - could we make the ESC key cancel placement instead?
    - Double clicking for group placement sometimes results in slight mouse movement potentially messing up the alignment - could we make space or enter the placement key?
    - It would be great to have a cancel join option (escape or right click) when you click a node nearby a joinable node - the sensitivity is also quite high for joining nodes

    Thanks again - it has the markings of being an amazing tool!
     
    • Agree Agree x 1
  6. Bangee

    Bangee
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    can i use custom meshes, not ready ones?
     
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  7. SPittlebug

    SPittlebug
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    place your .dae into art/shapes/object in your user folder, not the level folder.
     
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  8. Ilovecarcrash101

    Ilovecarcrash101
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    I have got the same session loading problem. After loading my saved session it changes the height of the heightmap i imported. So all the bridges and roads and such are then under the terrain a little bit, while the terrain itself seems to have vanished areas where the map was becoming very deep downwards the z axis. I just then import my previous exported height map files to fix the map which works fine. But i have to do this every game session. The console doesn't list any errors. It happends on my 4k texture map. And the map is fairly new. So nothing much on it. Just added a bunch of bridges and roads for prototyping the map design (which the road architect is perfect for at the moment).

    Speaking of making those maps, i noticed that the road architect doesn't allow to use our own custom models and textures? Just a preselected list of models loaded from the base files? Are there any plans for adding custom models? It would be a huge time saver to make dedicated made map assets with ease around the map, expecially like realistic looking curb textures while the mesh just get generated as wished instead of having to do model it all manually. But i guess that's bad for performence? Because idk if these roads use some LOD system.
     
    #68 Ilovecarcrash101, Mar 23, 2025
    Last edited: Mar 25, 2025
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