Cracks and wear.
That's one of the planned features too, with the cracks and holes appearing over time. The wear can be also set manually, the cracks and holes will be created procedurally.
The trouble with parallel dotted lines on roads.
Three-lane roads have these long dots (and in Sweden much of the smaller marked twoway (1+1) country roads (some in cities) uses dotted side-lines, ergo parallel).
Games usually depict these parallel marks always synced (easiest way for texture reasons).. but..
when the road curves the marks really does go out of sync. (although sometimes eg in berlin they can be sync adjusted).
Hmm that's an interesting problem
Technically, when the roads are being laid over the terrain, we compute a longitudinal and sidereal coordinate and from this are the textures and markings applied. That means that in a road curve the marking dots would be synced. There's no easy obvious way out of this - there's only the central line length being tracked, whereas this would require there to be multiple ones. Or an additional parameter accumulating the shift of the right side over the left one.
One possibility would be to use the ability to split the road lengthwise in two sides, and have different settings for each half. This is going to be done anyway to support different parameters for road sides. But maybe I just extend the internal format (effectively doubling the space the roads take because of hw alignment rules) to make additional space for these things, in which case there could be also a space for the marking curvature shift.
Hmm.