Game Development Community

Road/street in game

by Richard Sopuch · in General Discussion · 02/15/2005 (4:43 am) · 24 replies

Hello!

I have problem to put road/street on the terrain. Do you know how can I do it?
I tried with texture with road, but it run only in one direction. I cannot put curves.

Could you help me? It's very urgent for me. I'm waiting for any ideas.

Best regards,
Richard
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#1
02/15/2005 (5:05 am)
One method you could try is to create road prefabs in Quark, and export to .dif. The only problems you might have is when you want the road surface to run over uneven terrain.

Then all you have to do is use the mission editor the place the road parts, I know there is a resource out their that will snap objects together which might help you out greatly.

Cheers,
#2
02/15/2005 (5:28 am)
Hi!

Thanks for fast reply...

I will try with Quark...

Have you got any example with road? Maybe any links to see how other people done it?

Best regards,
Richard
#3
02/15/2005 (6:12 am)
I haven't got an example I can easily show, but build the road in sections, e.g. a 20 meter length, right hand corner, left hand corner and other bits you might need to make a road network.

So in the end you want to end up with a road lego set which you can go along and place the sections according to how you want them.

Remember that the top of the road surface will be just above the ground terrain, and its best to have it slightly sunken in to make sure you cannot see under the road. You can also include pavements/walks ways and other bits along those lines.

Cheers,
#4
02/15/2005 (6:51 pm)
I often wondered about this to make permanent tire tracks on parts of the terrain. The Quark method won't work for that.
#5
02/15/2005 (7:18 pm)
Something like this?

img.photobucket.com/albums/v454/gxbiohazard/road1.jpg

I made it in Cartography Shop as seen below.

img.photobucket.com/albums/v454/gxbiohazard/road0.jpg

Here's some more shots.

img.photobucket.com/albums/v454/gxbiohazard/road2.jpg
img.photobucket.com/albums/v454/gxbiohazard/road3.jpg

The DIF exporter to use with Cartography Shop can be found here. It is currently in beta, but it works very well. Follow it's progress here.
#6
02/18/2005 (9:51 am)
Hello!

Thank you very much!

is it possible to do it with demo version? Then save and load in Torque?

How exactly did you create the road? from any bitmap? or you drawed it in other programm and then load in CS?

How did you do many elements (ex. curves) - I mean many "x" signs elements on your screenshot?

It's very urgent for me... specially if I can do it everything with DEMO version of CS.

Best regards,
Richard
#7
02/18/2005 (10:10 am)
Hi again!

Can I do the same effect with road in Quark? How can I do it?

Best regards,
Richard
#8
02/18/2005 (10:58 am)
Hi,
No, you cannot save/export maps in the demo version of CS; and the road surface is a repeated texture.

How to do it in Quark? there are number of ways depending on the shape & direction you want to the road surface to run, but I would be tempted to use a Path Duplicator myself.

regards,
#9
02/18/2005 (11:31 am)
@Richard,

To use CS to export, you have to buy it (you also need the exporter itself as a separate download/purchase ~$10).

How exactly did I make it? Well, first I made a box (in CS), then I applied the road texture to it... then I copy/pasted the box repeatedly and rotated them to make the curve you see.

I have no clue how to use Quark, sorry. I find it too difficult to use. :P
#10
02/18/2005 (12:17 pm)
Richard,

this is what i created using quark.
uk.geocities.com/flatfourproductions/Burnt_3_track.bmp
i created sections similiar to Scalextric and then placed them accordingly, but like james says above, it only works on flat terrain.
#11
02/18/2005 (12:58 pm)
The way I did it was I actually created my city block by block. This way, I could make the roads have a more custom shape, instead of getting a bunch of road pieces that repeat and look the same. This wasy, you can make ramps and bumpy roads if you want and not have to make a million diferent shapes. If you want I can link you to some screenshots to show you what I mean, but I'd have to upload them first from my home machine (which I'm not at right now).

-Barzahd
#12
02/18/2005 (2:08 pm)
There is another possible way you could create a road network to go over uneven ground; I haven't tried it though.

If you take your terrain map, setup a landscape in a 3d cad program (e.g. Lightwave/3Dmax) which exactly represents yours TGE ingame terrain, then simply build the road network within the cad software making sure you keep within the bounds of a CSG brush, and because in the cad software you can tell your road layout to align to a surface e.g. the terrain.

Simply export the road map to .map which will leave you with a road system aligned perfectly to your ingame terrain map.

Might work, worth a try.
#13
02/19/2005 (1:09 am)
I know with CS you can make any kind of bumpy or uneven road surface...

Why is this a problem with quark?
#14
02/19/2005 (1:13 am)
It's not a problem with Quark, its creating a road surface that conforms to the lay of the land, instead of having to use the terrian texture painter :)
#15
02/19/2005 (2:16 am)
Hello!

Thank you for all your answers.

I have one request to help a little with Quark... maybe somebody is today at any internet messanger (online)? I have "windows messanger" and "skype", but with my friend's login (at his computer).

If you can, please write me today (till 15-16 o'clock):
windows messanger : piotrek@alta.pl
skype : piotr_kili

I will be waiting.

Best regards,
Richard
#16
02/20/2005 (10:02 pm)
Hi!

Again I need your help.

Today also I will be waiting for anyone who would help me (on Skype and Windows messenger). I will be here till 5 p.m.

Best regards and have a nice day to everybody,
Richard
#17
10/01/2005 (10:54 am)
I'm having a problem concerning snapping various road pieces together. Every road section I make will only snap to another DIF object in Torque if both those objects are brought into QuArK and positioned flush to one another just like I intend to snap them in Torque. Then I export the road pieces individually from QuArK and then they will snap correctly. But doing it this way means I have to export every road section as an individual DIF as opposed to re-using one DIF object multiple times to create a roadway in Torque. It just doesn't seem efficient doing it this way. Any help on this would be appreciated as I am new to this program :(
#18
10/03/2005 (1:08 pm)
There's a rescource (very old) about aligning difs and dtses in the world editor.
It implyes a little script modding in the editor's .cs files.
Have a search for align in the resources.

Bye, Berserk.
.
#19
12/08/2006 (4:53 am)
Hi guys!

@will Harrison - How you do the road? I've tried to do the same thing as you, but, when I rotate the boxes in the CShop, the texture not Rotate, and, if I try to do this to each face, the texture stay not correctly with the previous box, Can you help me?
#20
09/24/2008 (9:28 am)
Look i can make all the roads you want.
if knowone will help you,ill make some roads for you.just let me know.
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