I wanna replace default road texture with this road texture:
I have saw this kind of road in Norway, does anyone know where to find this texture?
Modding Q&A
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Hello guys, I'm wondering how "road_look.sii" thing works.
I found out that some kinds of road use "road_look.sii" and some use "road_look.template.sii".
Roads using .template.sii file, has actual .pmd file, but without-.template file-road has nothing(only sii). (according to map editor info)
Can someone explain how those works?
I found out that some kinds of road use "road_look.sii" and some use "road_look.template.sii".
Roads using .template.sii file, has actual .pmd file, but without-.template file-road has nothing(only sii). (according to map editor info)
Can someone explain how those works?
- MandelSoft
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The "road_look.sii" entries are procedurally generated. It's a legacy system that was quit inflexible when it comes to road markings, and that's why it is abandoned for the new system that's based upon models, or "road templates". So it's basically an old system vs a new system.
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I got it thanks.
Added in 11 hours 9 minutes 43 seconds:
One more question. Is there any way to edit old type road? ex. line textures
Added in 1 hour 15 minutes 59 seconds:
I studied more, and I guess old-system-road is made with variables in road_look.sii and textures files in material folder.
So,
road_look.sii -> road dimension info
road.sii -> road line info
road_material.sii -> asphalt(texture) info
Is that correct that I understanded? If I understanded correctly, that means I can also make my own old-system-road. right?
(nvm with previous question)
Added in 11 hours 9 minutes 43 seconds:
One more question. Is there any way to edit old type road? ex. line textures
Added in 1 hour 15 minutes 59 seconds:
I studied more, and I guess old-system-road is made with variables in road_look.sii and textures files in material folder.
So,
road_look.sii -> road dimension info
road.sii -> road line info
road_material.sii -> asphalt(texture) info
Is that correct that I understanded? If I understanded correctly, that means I can also make my own old-system-road. right?
(nvm with previous question)
- MandelSoft
- Lead Developer
- Posts: 3835
- Joined: 08 Aug 2013 10:48
- Location: Delft [NL]
Yes, that's correct.
Your daily dose of wisdom!
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║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
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Don't ask us for a release date; we don't know either.
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What about variable named "shoulder_space"?
I'm wondering what that does.
Very thank you for answering
I'm wondering what that does.
Very thank you for answering
I feel a bit beaten by walls and paths that randomly snap to the road or terrain (image below). I have been trying to fill a missing link between the A4 and A13 in Paris.
I tried using manual rotation of nodes to enforce the intent to make the ways go under the road, but to no avail. Disabling "snap to ground" when creating new ways do not work either.
I tried using manual rotation of nodes to enforce the intent to make the ways go under the road, but to no avail. Disabling "snap to ground" when creating new ways do not work either.
Just click "Reset offsets" and it'll be back to the ground.
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