Product Chat / Roads and terrain

Author
Message
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Jan 2016 11:33
Hi guys,

Just wondering if somebody could give me a little advice.

In my current project i'm trying to lay roads, there will be one large highway through sparsely populated land with a small side road leading to a small out in the sticks town.

Now obviously because its sparsely populated I don't want to leave the level flat as it would just look fake, but I need to lay the roads, the highway I can get away with flattening the terrain and using road tiles from one of the various sets I can purchase, that's no problem, but I need the small rad leading to town to be able to follow the contours of the land.

Anyone have any tips on how this can be achieved? Obviously I can't use tiles as they're flat and rigid, is there another way?
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 4th Jan 2016 12:28
Have you tried this free pack?

It has highways and surface roads. with a bridge with an on and off ramp.

https://forum.game-guru.com/thread/208030
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Jan 2016 12:35 Edited at: 4th Jan 2016 12:37
Yeah I already seen that, however it's not useful for what I want it, I want to follow the curve of the terrain, so if I have a hill it will flow over the top or around it, if you know what I mean. The only way I can think to do this would be with textures, but we're so limited with the number of textures we can use at once at the moment it's not very viable.

Also, all the links in that post are dead links to the old fpscr forum.
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 4th Jan 2016 12:40
Me also, but that will not happen unless we can import a height map for the terrain.

What I have done was in a model program, made my terrain I want, and then build my road to it. Export the terrain into GameGuru and make GameGuru terrain match my imported terrain. Then I have imported the roads after making the terrain.

Not really any other way at the moment.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Jan 2016 13:10
Woah that went over my head pretty fast there. What do you mean by creating your own terrain in a modelling program? Do you mean creating a model that looks like terrain and then placing it in gameguru? If so how would you recommend is the best way to do it, what programs etc?

Thanks fr the answers.
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 4th Jan 2016 13:26
Yes, make your terrain in a model program. I use 3ds max for this, but any model program should be able to do this.

Make a plane let it have a lot of points in it so you can get a decent amount of detail.
Push and pull veticies to create the hills and valleys and road ways.

Then make a line for a path that will follow the terrain where you want your road to go.

Make a profile of the roadway.

Sweep the profile to the line and give it some segments so the curves and rises are smooth.

Texture it.

export the terrain into game guru and then with the terrain brushes, sculpt the terrain around your terrain object.

export the roads into game guru then set them on the gameguru terrain. At that point when you erase your terrain object, GameGuru terrain and your imported road should be pretty close match up. Some terrain editing will be needed here and there.

This will take you a few days to do and get the hang of.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Jan 2016 13:37
That sounds like a good way of doing it, i'll give it a shot. One thing though, I've noticed when sculpting terrain around entities in the editor that if you get too close it will raise some objects off the ground, and others it sculpts around them. What's the deal there? is there a setting in the FPE that blocks sculpting terrain from moving entities?
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 4th Jan 2016 13:48
An on going annoying issue for sure. There are no settings to prevent this at the moment.

When you export your terrain out of the model program. set yourself a reference point so that the exact center of your terrain, you set the height once and don't edit that point again. Objects raise in the editor based on where the insert point is of the object.

When you edit the terrain in that spot it pushes that insert point up or down. So set the middle height first, then lock the terrain template object and sculpt away. But stay away from that insert point.

Save often and save as new names in-case you need to go back to a certain point or make a big mistake. When you have a satisfactory terrain, then you can delete your terrain object and then delete or archive the map files you dont need anymore.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 4th Jan 2016 14:36
The entities are pushed up so that when the terrain is raised, anything on the surface is adjusted so they do not sink below the floor. Perhaps a shortcut key linked to a special mode which prevents entities from moving would do it? Any ideas how this can be integrated into the existing F1 shortcuts?
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Jan 2016 14:41
Quote: "The entities are pushed up so that when the terrain is raised, anything on the surface is adjusted so they do not sink below the floor. Perhaps a shortcut key linked to a special mode which prevents entities from moving would do it? Any ideas how this can be integrated into the existing F1 shortcuts?"


If you were able to add a feature that locks entities and allows terrain to be sculpted around them, then I will look for you, i will find you, and i will hug you
smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 4th Jan 2016 14:58
id vote for just adding it as a feature to the current "lock" widget property. i.e. all "locked" objects can't be selected or moved by terrain adjustments.
life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, AMD R9 200 series , directx 11
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Jan 2016 15:12 Edited at: 4th Jan 2016 15:14
Quote: "id vote for just adding it as a feature to the current "lock" widget property. i.e. all "locked" objects can't be selected or moved by terrain adjustments."


Yup, i'd b happy if even that much was achieved, it would make sculpting terrain much easier as it wouldn't be cause such a big issue if you accidentally went "over the line" with your terrain, currently if you go "over the line" it shifts your model about so when you try to fix it you have to mess about with repositioning the model. If you could lock models out of being moved by terrain all you would have to do is just relevel your mistake instead, a huge time saver.

The fact that terrain moves models is what has stopped me from making decent terrain maps so far, I've messed up far too many times and i'm scare of breaking the work I've done every time i try to use the terrain tools.
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 4th Jan 2016 18:54 Edited at: 4th Jan 2016 18:55
I did try to Blag one using a custom terrain I quickly altered ..... It kind of works but does have issues if you want lines ..

The only person ever to get all his work done by "Friday" was Robinson Crusoe..

Attachments

Login to view attachments
PM
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Jan 2016 21:13
oh my <insert deity> that's awesome, how did you do that?
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 4th Jan 2016 21:25
Let me play a little more to get it better and I will email you the stuff I used
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
OldFlak
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 4th Jan 2016 22:02
Very cool synchromesh, very cool!

OldFlak....
Intel(R) Core(TM) i3-4160 @ 3,60GHz. 8GB Ram. NVidia GeForce GTX 750. Acer 24" Monitors x 2 @ 1920 x 1080. Windows 10 Pro 64-bit.
PM
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Jan 2016 23:27
Quote: "Let me play a little more to get it better and I will email you the stuff I used "


You sir are yet another on a growing list of awesome community members!
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 5th Jan 2016 00:55
Reminds me of the road system in UE4! Looking great from this view!
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
PM
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 5th Jan 2016 11:36
I don't need the hugs, but I will make sure LOCK shows up on the entity group selection menu and can prevent entities from moving during terrain editing for the next build
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 5th Jan 2016 11:44
That would be great Lee, thanks!
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 5th Jan 2016 21:59
Quote: "I don't need the hugs, but I will make sure LOCK shows up on the entity group selection menu and can prevent entities from moving during terrain editing for the next build "


That would be the real answer .... Outstanding !!
That also has so many other possibilities in crafting levels
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Uman
GameGuru TGC Backer
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location:
Posted: 5th Jan 2016 23:20 Edited at: 5th Jan 2016 23:21
Have to say the immediate response from Lee to implement a solution to this long standing problem for users is fantastic. Not sure why its not been mentioned before (perhaps it has) or why I did not perhaps do so, it being something that has been a personal bother for me too at some stage or other

I guess there are a lot of people with different priorities and often people don't like to perhaps seem like being a bother themselves. But if you don't ask you may not get

Whatever, the result will be an improved product which can only be a good thing.

System : Advent Windows 7 Home Premium 64bit. Intel(R). i5-2310 CPU @ 2.90GHz. 8.00 GB RAM DDR3. Storage : 1389 GB : 1088 GB Free (1389 GB Total). Graphics : NVIDIA GeForce GT 530. Total Available Graphics Memory : 4095 MB. Dedicated : 1024 MB. Shared : 3071 MB. Direct X10

Login to post a reply

Server time is: 2024-11-25 07:55:18
Your offset time is: 2024-11-25 07:55:18