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Author Topic: Roadbuilder V1.2  (Read 4125 times)

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Nowekat

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Roadbuilder V1.2
« on: December 22, 2018, 09:10:44 AM »



V.1.6, that fixes a glitch in V1.5, you can get here:

https://www.mediafire.com/file/iw0hreb2vyumtmn/RoadBuilder1.6.7z/file

See also the two posts above on V1.5 and V1.6.


Improvements in V1.2:
Fixed:
Distance warning function, it had computed the distances needed for curves as to long.
Added:
Creates a file inPlates.text to use with the HeightAdaptorV0.9.exe
Added to the download:
HeightAdaptorV0.9.exe, a tool to to make plate roads usable also on uneven ground. See post No. 13.

Improvements in version 1.1:

Even more natural street running
Softer curves including s-curves
Different curve radii
No road kinks
No gaps between the plates
Parallel running rails are running even more parallel now ;-)
Warning signal and function if the distance between waypoints is to short for a curve
Shift and delete waypoint function within a road/rail added
Treelines quite symmetrically left and right of a road/rail
Treelines rotating for 180 degrees randomly
Roaddegree modular 45 function changed to modular 5 degree
Plates definitions corrected
Several minor bugs & flaws fixed

You may download it here:

https://www.mediafire.com/file/gt7f68c1dsgpooo/RoadBuilderV1.2.7z/file

A readme and example files are included.

Nowekat



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Uzin

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Re: Roadbuilder V1.1
« Reply #1 on: December 22, 2018, 09:33:30 AM »

+1!
WOW!
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steeldust

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Re: Roadbuilder V1.1
« Reply #2 on: December 22, 2018, 09:39:17 AM »

realy: WOW!
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carsmaster

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Re: Roadbuilder V1.1
« Reply #3 on: December 22, 2018, 11:16:24 AM »

Thank you very much.
We have been waiting for this for a long time.
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danperin

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Re: Roadbuilder V1.1
« Reply #4 on: December 22, 2018, 11:26:38 AM »

Wow...Fantastic work!
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Sita

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Re: Roadbuilder V1.1
« Reply #5 on: December 22, 2018, 11:31:47 AM »

looks like some Magic))
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barber

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Re: Roadbuilder V1.1
« Reply #6 on: December 22, 2018, 12:41:56 PM »

Hey, Thank you so much!

Cheers
Barber
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Motörhead

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    • http://forum.aviaskins.com/forumdisplay.php?f=70
Re: Roadbuilder V1.1
« Reply #7 on: December 23, 2018, 04:43:30 AM »

Thank you, this mod looks great!
But i have question - do the vehicles, armor or trains connected to this curved roads (just like with default roads)? Or mission builders will need to do this manually?
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Ain't a hope in hell, nothing's gonna bring us down, The way we fly, five miles off the ground, It's a Bomber!

Nowekat

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Re: Roadbuilder V1.1
« Reply #8 on: December 23, 2018, 12:19:35 PM »

The games cars system isn't connected to the plates, so all waypoints must be made manually. This are some clicks, but most curves need only two or three. But better avoid oncoming traffic;-) Trains can not run on the planes at all, they are placeble only on the original rails.

Nowekat
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Mixx

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Re: Roadbuilder V1.1
« Reply #9 on: December 23, 2018, 03:21:48 PM »

Yes! Yes! Thank you, this mod looks great!
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CzechTexan

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Re: Roadbuilder V1.1
« Reply #10 on: December 23, 2018, 04:58:02 PM »

I will soon test this on mandrill7's South Ukraine map that I've been working on.  It sounds like the only problem is trains staying on the curved tracks.  Maybe there's a way to work that out in the future???  Anyhow, it does look better.

It's too bad this wasn't around 5-10 years ago to be implemented into the plethora of maps that came out during that time period.  There'll be a lot of upgrading to do  :P
Thanks for this!
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Nowekat

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Re: Roadbuilder V1.1
« Reply #11 on: December 25, 2018, 09:26:31 AM »

An other problem is uneven ground. Im testing a little tool that helps here. But this will not solve all problems, in particular there are gaps between the plates when they overstep the lines of the height triangles.

The train thing possibly could be solved by declaring them as cars? I don't think there are fundametally differences between a columm of cars and a train, but i don't know.

There also is the problem with the high number of plates in the actors.static on bigger maps. If you mean the "m7_cu01"-map (2368*1280) with realy bad many roads, only a part of them may be substitutable. But the terain is quite low there with little height differences, so i think the plates will work fine here with that height balancing tool.

So the plate roads will not work with every map and under all circmstances but i hope the best ;-)
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