Assets & General Improvements
They are quite big but also have a lot more information on than just one city. On roundabout exits, for example, there are often several signs on top of each other about local destinations, regional destinations, tourist destinations (brown signs) etc.
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- MistahDave
- Posts: 339
- Joined: 18 Dec 2013 08:09
- Donation rank:
- Location: Wales
Actually Purno, I am excited to see how you make bi-lingual road signs when the time comes to rebuild Wales. For example:
https://goo.gl/maps/w3Ot1
And on second thoughts, the size is completely fine.
https://goo.gl/maps/w3Ot1
And on second thoughts, the size is completely fine.
There are already bilingual signs in Wales if I'm right...MistahDave wrote:Actually Purno, I am excited to see how you make bi-lingual road signs when the time comes to rebuild Wales. For example:
https://goo.gl/maps/w3Ot1
And on second thoughts, the size is completely fine.
#JeSuisCharlie
- MistahDave
- Posts: 339
- Joined: 18 Dec 2013 08:09
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- Location: Wales
Yeah, but they're pretty basic. I'm thinking more in the long term when the UK gets rebuild, and the fancy new sign system gets implemented!
I'm sure that'll be done "when the UK gets rebuild". That latter will take a while though. For now, these few signs I placed should make these places a little less 'standard'.MistahDave wrote:Yeah, but they're pretty basic. I'm thinking more in the long term when the UK gets rebuild, and the fancy new sign system gets implemented!
- MistahDave
- Posts: 339
- Joined: 18 Dec 2013 08:09
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- Location: Wales
Oh of course. I am just getting ahead of myself. Any extra signs look good and I don't think they're too big so yeaaah ;D
- MandelSoft
- Lead Developer
- Posts: 3835
- Joined: 08 Aug 2013 10:48
- Location: Delft [NL]
So I finally got this thing working...
![Image](https://imgproxy.promods.net/76f6d0778d3754e9b7fdc77107b6fe878d88c414/687474703a2f2f7075752e73682f69626636452f336135623236373438622e6a7067)
![Image](https://imgproxy.promods.net/a19f80ddf79ac7d6d6b181784065812446640998/687474703a2f2f7075752e73682f69626769632f663461616336613534372e6a7067)
![Image](https://imgproxy.promods.net/1097e5c06451ab409a63a42bb8826d7c602eacde/687474703a2f2f7075752e73682f69626a69712f643333396633613834652e6a7067)
It may not seem like much, but under the hood, a lot has been done here. What you see here is a model based road from the new road system that looks like something from the old road system. It took quite some effort to get this working (bloody material shaders that didn't want to co-operate) and I need ZModeler to get this working properly, but I finally managed to get it completely working (including the texture transitions)
"Why use the old graphics style if you have the new road textures from the DLC?", you may ask. Well, here is the clever part: the texture mapping and the dimensioning of the new road system is EXACTLY the same as the old system. This means you can transit between the two SEAMLESSLY! And that means we can fit the new roads to the old ones without anyone noticing the difference in style, other than the way more flexible road marking options.
These are the benefits that the new system has compared to the old one:![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
The way the roads are going to look in ProMods is about to be revolutionised...
Best,
MandelSoft
It may not seem like much, but under the hood, a lot has been done here. What you see here is a model based road from the new road system that looks like something from the old road system. It took quite some effort to get this working (bloody material shaders that didn't want to co-operate) and I need ZModeler to get this working properly, but I finally managed to get it completely working (including the texture transitions)
"Why use the old graphics style if you have the new road textures from the DLC?", you may ask. Well, here is the clever part: the texture mapping and the dimensioning of the new road system is EXACTLY the same as the old system. This means you can transit between the two SEAMLESSLY! And that means we can fit the new roads to the old ones without anyone noticing the difference in style, other than the way more flexible road marking options.
These are the benefits that the new system has compared to the old one:
- Creating 4 and 5 lane roads without having to use railing models for road markings.
- Creating county-specific road markings, giving the roads a more genuine appearance.
- Creating proper block markings with a different line spacing than the other markings, long dashes, single-sided passing restrictions and what-not.
- Integrating geometry-based elements to the roads, such as cats-eyes in the UK.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
The way the roads are going to look in ProMods is about to be revolutionised...
Best,
MandelSoft
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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.
Hell yeah! Great job on working this out Mandelsoft, it sounds like it's pretty complicated
I can't wait to see the new road markings in action
Once again ProMods is moving up a level!
![Razz :P](./images/smilies/icon_razz.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Bugs are love, bugs are life
- LoaderSaints
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