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Skyline Forums Skyline Game Engine Community Forums 2012-11-18T11:14:32+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=32&t=35 2012-11-18T11:14:32+01:00 2012-11-18T11:14:32+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=270#p270 <![CDATA[Re: Terrain Road Editor Updates]]>

Statistics: Posted by ant0N — 18 Nov 2012, 11:14


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2012-11-18T11:10:02+01:00 2012-11-18T11:10:02+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=269#p269 <![CDATA[Re: Terrain Road Editor Updates]]>

Statistics: Posted by ant0N — 18 Nov 2012, 11:10


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2012-11-18T10:45:47+01:00 2012-11-18T10:45:47+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=265#p265 <![CDATA[Re: Terrain Road Editor Updates]]> :shock: :D

Pleaaaase make a step by step how to achomplish the two road types in your screenshots ( dirt/rocky and asphault road )

That would rule for quickly setting up all kinds of courses in a racing game i'd like to give a go for as well :idea:

Statistics: Posted by ucm — 18 Nov 2012, 10:45


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2012-11-17T12:02:02+01:00 2012-11-17T12:02:02+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=261#p261 <![CDATA[Re: Terrain Road Editor Updates]]> There is still a lot to do for the road editor, but its development is going well. :D

Statistics: Posted by SolarPortal — 17 Nov 2012, 12:02


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2012-11-17T08:24:51+01:00 2012-11-17T08:24:51+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=259#p259 <![CDATA[Re: Terrain Road Editor Updates]]> Statistics: Posted by ant0N — 17 Nov 2012, 08:24


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2012-11-16T23:47:03+01:00 2012-11-16T23:47:03+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=258#p258 <![CDATA[Re: Terrain Road Editor Updates]]> After a lot of work trying to blend the alpha of the road texture onto the terrain there has been success, we can now use an alpha blend (gradiented alpha not on/off alpha). :D

Image

Image

Statistics: Posted by SolarPortal — 16 Nov 2012, 23:47


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2012-11-13T04:45:59+01:00 2012-11-13T04:45:59+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=229#p229 <![CDATA[Re: Terrain Road Editor Updates]]> Statistics: Posted by ant0N — 13 Nov 2012, 04:45


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2012-11-13T01:38:57+01:00 2012-11-13T01:38:57+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=228#p228 <![CDATA[Re: Terrain Road Editor Updates]]>
Get te update done.I'm almost finished my railway line ARGH ARH

Statistics: Posted by iamcheeseontoast — 13 Nov 2012, 01:38


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2012-11-12T23:15:28+01:00 2012-11-12T23:15:28+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=223#p223 <![CDATA[Re: Terrain Road Editor Updates]]> Statistics: Posted by SolarPortal — 12 Nov 2012, 23:15


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2012-11-03T18:35:39+01:00 2012-11-03T18:35:39+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=35&p=85#p85 <![CDATA[Terrain Road Editor Updates]]> This allows lighting and Normalmaps to be applied.

The Road is made using a set of nodes which generate a spline curve.
Here is a screenshot of the road generated round a hill.

Image

The yellow lines are the vertex normals and the vertex tangents are the green lines.

Image

The material applied is a POM Map with a simple texture and Displacement map that really make it pop!

Image

Statistics: Posted by SolarPortal — 03 Nov 2012, 18:35


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