Outerra forum
Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: Chinate on August 24, 2015, 05:52:42 am
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When I compare Outerra road with the real world road, I find that there are several things that Outerra road does't have. The first thing is the guardrail beside the track which can prevent cars from flying out of the road :facepalm: which I do every single day...... The second is the signs of the turning which exsit mainly in the highway and the third is the setting of multiple lanes (>2). Some of them may not be necessary in every track, but the Outerra road system would be much better with them :)
other things I expect is the elevated highways and tunnels, but I am confident they are on the schedule :D they are mentioned so many times
(picture from internet)
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The road generator in Outerra isn`t smart enough yet to decide where to place guardrails and signs and to be honest, its too early to be worried about such small freatures, where the more prominent features like trees, rivers, clouds are still in the works.
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The road generator in Outerra isn`t smart enough yet to decide where to place guardrails and signs and to be honest, its too early to be worried about such small freatures, where the more prominent features like trees, rivers, clouds are still in the works.
understandexpecting those wonderful features
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Some of the changes in enhanced road system for OT:
- separated markings from surface type, wider road surface type support
- lateral profile support (for sidewalks, river beds)
- support for lanes, merging and splitting lanes and markings
- extra left/right surface padding width - emergency space, rest
- configurable marking styles (texture map with paint color masks), marking sets, antialiasing
Reorganizing the road data will allow us to get some more bits usable for other things, ultimately also the guard rails, though that needs some other functionality as well.
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Some of the changes in enhanced road system for OT:
- separated markings from surface type, wider road surface type support
- lateral profile support (for sidewalks, river beds)
- support for lanes, merging and splitting lanes and markings
- extra left/right surface padding width - emergency space, rest
- configurable marking styles (texture map with paint color masks), marking sets, antialiasing
Reorganizing the road data will allow us to get some more bits usable for other things, ultimately also the guard rails, though that needs some other functionality as well.
wow...are these features in the next update?
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In one of the next updates :)
It also wants a revamped road editor (integrated into the new sandbox) that can support the new features, with automatic road merging etc
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In one of the next updates :)
It also wants a revamped road editor (integrated into the new sandbox) that can support the new features, with automatic road merging etc
haha~expecting these so much! now I still can't I believe I literally have a sandbox world I have been dreaming since I was very young!
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In one of the next updates :)
It also wants a revamped road editor (integrated into the new sandbox) that can support the new features, with automatic road merging etc
I do notice though some huge spikes at Acetones Lfna area now.
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Where we are going we don't need roads..
But seriously we still need roads.