Game Development Community

What are some ways of creating roads/streets?

by Shane09 · in General Discussion · 02/08/2009 (9:04 am) · 2 replies

I know how to create roads/streets using GIMP. But, using the as textures has the some problems:
1) You can only have 6 textures
2) Using powers of 2 will make the road look funny
3) It will be a huge pain to get the pieces to connect
4) They road can't go exactly where you want it to because of the way the terrain editor aligns it

Is using textures still a great way?
What about creating '.difs'. I know Constructor would be a good tool, but can Blender export to '.dif'? Can you import your own textures into Constructor? Say I imported my road texture I created in gimp. Wouldn't hundreds of pieces of road lag the game because of the road pieces being actual models?

Would using textures on the straight pieces be a good idea? What when you add the turns, adding the texture for the next straight away won't exactly align with the curve.

So basically, which way would you recommend? What are your solutions to creating roads/streets?

Any help is greatly appreciated. Thanks.

#1
02/08/2009 (10:10 am)
Blender can't export DIF because DIF isn't actually a model format, it's a BSP .map format (it's what environments/levels are made from in Quake engine based games). Blender can export to a .map format that can be imported into Constructor for being exported, though I've noticed a few problems doing that.

You could use a DTS model with polysoup (if you're working on TGEA or have the TGE resource) but it can get laggy if it's a high detailed model.

I prefered to build a whole road network and export as a single DIF using map2difplus_tgea. It gives good performance, much better than map2difplus. Using DIF you have to move the terrain up to your DIF, it won't curve smoothly like a mush will, it's all flat surfaces.

Here's a few pic examples: www.garagegames.com/community/blogs/view/15696

If you do decide to use DIF then I'd suggest making a set of prefabs and bolting them together in Constructor.
#2
02/08/2009 (11:51 am)
I use TGE 1.4.2. I don't have TGEA. I plan on porting to TGEA when my game is complete.