Game Development Community

Curved roads.

by Tony Lamba · in Technical Issues · 08/15/2004 (12:47 pm) · 4 replies

My original roads used to be 90 deg angled when going around a corner (no pun intended). I decided to round them a bit. I found out the hardway, that even when adding 45 deg bridges takes a bit of forseight with brushes, else you tend to get too thick an area on one brush vs another. I think I got it looking decent, but 45 deg corners is not exactly what I would call well rounded for a road. I am figuring on cracking it up another subdivision. I can't help but notice I am starting to wonder about my age old calculus years. Is there soem kind of mathematical formual somewhere, for splitting up cornered areas onto a square grid? I know it sounds simple off the bat but when you start doing it, multiple pieces, it ends up getting more tricky than at first thought (If you want it accurate!).

My fps may suffer due to too many polys, but I will just have to add in another level of LOD I guess.

#1
08/16/2004 (1:03 am)
Given that the shape is convex, couldn't you get by by 2d cutout and extruding it?

Or, making a cylinder and slicing bits of it off?
#2
08/19/2004 (8:50 pm)
It's not too easy to implement 3D roads in bitmap form either, but maybe my efforts can help you out as well. :)

Ain't 2D fun?!

www.freewebs.com/cldstudios/trackparts_1.JPG
- Ronixus
#3
08/22/2004 (12:21 pm)
You gave me one idea.. for making angled (height) roads to still make it flat just deeper. Originaly I had planned to angle the road in just mission editor.... what a horrid botch job...
#4
08/23/2004 (10:37 am)
If you're using quark, check into the duplicators. There's one that's a path extruder. You draw a path (right click on a node, add point, move point to new location), and it automatically adjusts the angles so everything lines up perfectly. If you're using another tool, tell me what you're using and I might have another idea.