Route Art Road Splines (solved)

Discussion in 'PC Editor Discussion' started by fecrails, Nov 9, 2023.

  1. fecrails

    fecrails Active Member

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    Last edited: Mar 14, 2024
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  2. ffabio89

    ffabio89 Well-Known Member

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    I think the traffic is something that you add later... And this is one thing that interest me too!
     
  3. fceschmidt

    fceschmidt Well-Known Member

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    I think the road spline and traffic spline are two completely different assets :) Have you tried placing a traffic spline? I'm not at home so don't have the concrete name on hand
     
  4. ffabio89

    ffabio89 Well-Known Member

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    For now I haven't try it because I can't find the traffic BP....
    I never understand how to insert passenger on the platform too, and I think is the same way to set those paths
     
  5. fecrails

    fecrails Active Member

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    That's correct. For example, using Cajon Pass assets, the road BP in this screenshot is the file: BPC_Road_US_2L_04. The traffic on that road is the file: BP_Cajon_RoadSpline.

    Screenshot (15).png

    Screenshot (14).png

    I can place the traffic spline(BP_Cajon_RoadSpline) on the Cajon map anywhere and it works fine, generating a steady flow of vehicles. If I use that same blueprint on my own map, nothing happens.

    Screenshot (16).png

    Screenshot (18).png
     
  6. ffabio89

    ffabio89 Well-Known Member

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    Strage thing... Maybe we need to create our traffic path?
     
  7. bremen

    bremen Active Member

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    DTG Matt
    I have found a way to import one my old 3D to create a custom road.
    [​IMG]
    Before "branching out" in an other "mess" (terrain textures (ok), switches (okish), OHLE (not yet ok), rigging (no comment), etc.) the correct way to place a road is to use a "landscape spline" or a "road spline"?
    The first method works (the second is not as easy) but I don't want to find out that I was wrong after placing 50km of roads :D
     
  8. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Cant remember which one - but the one guidance I can offer is to ensure that you always keep your splines (of any sort) within the tile and dont be tempted to lay wonderful muilti kilometer splines - the reason is because the ORIGIN of the spline (where it starts essentially) is the only tile that owns it - so if you lay a spline say 3 tiles long, and you're driving towards it from opposite the spline origin, you might find the road doesnt render until you're much closer to it then it suddenly snaps into view.

    Same for any huge objects really, if you recall the situation we used to have on LIRR (particularly on console) where driving through the penn tunnels you'd suddenly find no tunnel then half way along it suddenly appears - because the tile that contained the asset origin suddenly loaded.

    Just something to keep in mind, splines offer the power to suggest you can make big scenery swathes easily - just be aware of the limitation :)

    Matt.
     
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