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Author Topic: Banked roads  (Read 41261 times)

cameni

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Banked roads
« on: May 03, 2011, 04:31:37 pm »

Support for banked roads has been added to the engine. The same mechanism will be also necessary to implement support for superelevation on railroad tracks.

A few screenshots:





Here's also a video showing the creation of artificial banked road with editor and a short drive. There are still some bugs introduced as side effects of banked road support, for example some trees near the road are dislocated and appear in the air.




Extreme angles are possible too, although they make the road system somewhat unstable with several defects appearing on the road surface, mainly near the center line.

« Last Edit: September 06, 2012, 09:31:30 am by cameni »
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C. Shawn Smith

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Banked roads
« Reply #1 on: May 03, 2011, 04:37:39 pm »

Very very nice!  I foresee the Texas Motor Speedway being rebuilt in Outerra: The Game's future :D
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Grind and Click

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Banked roads
« Reply #2 on: May 03, 2011, 08:31:43 pm »

If Operation Flashpoint came from this-



I cant wait to see what this engine with all the textures and everything fully finished looks like.
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Wass

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Banked roads
« Reply #3 on: May 03, 2011, 08:38:40 pm »

what about automatic generating a mound for compensate height difference?
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cameni

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Banked roads
« Reply #4 on: May 04, 2011, 01:22:21 am »

Quote from: Wass
what about automatic generating a mound for compensate height difference?
That's what it does, it will dig you a trench or heap a mound before placing the road, or both if it's on slope.

Edit: this bug actually demonstrates it nicely :)
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ZeosPantera

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Banked roads
« Reply #5 on: May 04, 2011, 01:42:26 am »

Wow. So close to perfect. Most maps with nice twisty roads have 3d tree's and someone spending hours pouring detail over it and this is still nicer.

Thank god that tatra has a ricer spoiler to add downforce! Just a suggestion it may be time to create another test vehicle. Something more sporty.
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C. Shawn Smith

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Banked roads
« Reply #6 on: May 04, 2011, 01:52:09 am »

An Aston Martin, maybe, or a Lambourghini Countache :D
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ZeosPantera

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Banked roads
« Reply #7 on: May 04, 2011, 01:54:38 am »

Quote from: cshawnsmith
An Aston Martin, maybe, or a Lambourghini Countache :D

Eh, V8 Supercars is more like it.

[video][/video]
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cameni

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Banked roads
« Reply #8 on: May 04, 2011, 03:31:59 am »

Well, we could test model importer and vehicle configuration on another vehicle or two, it you've got something that you want to see there and it's legally ok for us to use it, just point us the right direction. We'll have to prepare the app for modding anyway, so we might as well start testing it now.

Quote from: ZeosPantera
Thank god that tatra has a ricer spoiler to add downforce!
Its center of gravity is way too low :)
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Jak_o_Shadows

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Banked roads
« Reply #9 on: May 04, 2011, 03:50:26 am »

+1 to V8.

Great work, quick question. How easy is it to do proper line markings? I've seen line markings change 3 times in 200 metres on certain roads  (mostly due to sharp corners where it's unsafe to overtake) and it would be nice to do proper line markings. It has to be easier than drawing new roads each time, maybe painting over segments of roads?
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cameni

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Banked roads
« Reply #10 on: May 04, 2011, 04:01:34 am »

Markings are configurable per road node; if you watch the video in 720p and pause it when the editor window is visible, you'll notice there's a combo box for selecting markings that are to be used for the following road segment, up to the next way point. In fact all of the parameters you can see there can be changed per road node, without the need to terminate and start another road type.
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Chris M

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Banked roads
« Reply #11 on: May 04, 2011, 04:21:03 am »

The car should be an BMW X6 M - that's fast enough (> 250 km/h), accelerates like hell (0 - 100 km/h in 4.7 sec) and has a 4WD :)

How do you calculate the curvature of the road? Just splines or a combination of real straights, clothoids and circle segments as real roads do?
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cameni

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Banked roads
« Reply #12 on: May 04, 2011, 04:44:21 am »

Quote from: Chris M
How do you calculate the curvature of the road? Just splines or a combination of real straights, clothoids and circle segments as real roads do?

We are using cubic splines with optional control of tangents at the way points.
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AKNightHawk

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Banked roads
« Reply #13 on: May 04, 2011, 08:29:19 am »

Pretty awesome indeed.. Great job :)
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OGREMAN

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Banked roads
« Reply #14 on: May 04, 2011, 03:00:48 pm »

That is so cool, so much flexibility and ease of construction... I be there are countless game designers out there green with envy.
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