ThePriest909 Posted November 29, 2007 Author Share Posted November 29, 2007 I always make roads myself. I have seen the function, but never seen it work. I wouldn't count on being able to use it. My problem is not actually to create the roads manually...I just hate that I have to mark and delete all the items after shaping the ground... anyway...Let's try the hard way ... lol Link to comment Share on other sites More sharing options...
untitled Posted November 30, 2007 Share Posted November 30, 2007 Wooo!! 2nd Episode!! YEAHS!!! Link to comment Share on other sites More sharing options...
Septim741 Posted November 30, 2007 Share Posted November 30, 2007 Just a note, be sure you place PathGrids as well. Link to comment Share on other sites More sharing options...
ThePriest909 Posted November 30, 2007 Author Share Posted November 30, 2007 Just a note, be sure you place PathGrids as well. Hey Sep.... Thanks for the note :)Don't worry about it... I'm allready experianced with the worldspace building.I was hoping for some extra help from the machine though...I'm sure there's a way to auto-build roads too... It would be impossible even for bethesda to create them manually when we talk about large worldspaces like Tamriel.........It must be a way to set a base where you can start from..... I have no idea how to make it work though.... so... I'm going to leave it for the end.... I might figure out something untill then....It wouldn't be impossible something like that to be done by a program.... it could be calculated by a code able track the nearest heightmap points and aplly "flatten vertices & soften vertices".... It wouldn't be too hard to create something like that either if it doesn't exists allready... Python could be a good platform. Link to comment Share on other sites More sharing options...
TheTerminator2004 Posted December 1, 2007 Share Posted December 1, 2007 To be honest, making a program to do it for you would take far longer than just doing it manually, and you'd still have to go through it to move floating statics etc, so it's just not worth it. Besides, it'll be higher quality if you do it yourself :) Link to comment Share on other sites More sharing options...
ThePriest909 Posted December 1, 2007 Author Share Posted December 1, 2007 To be honest, making a program to do it for you would take far longer than just doing it manually, and you'd still have to go through it to move floating statics etc, so it's just not worth it. Besides, it'll be higher quality if you do it yourself :) Yeap I know... Sometimes I'm becoming obsessed with little things like that ... lol...Tha's why I'm going to leave it for the end... There are a lot of other things to make untill then :) Link to comment Share on other sites More sharing options...
ThePriest909 Posted December 1, 2007 Author Share Posted December 1, 2007 I think I'm getting close.... I 've found these few lines at TES wikki..... "...........................................The tools seems to work as follows. Once you create a path grid, you convert points on the path into primary points(blue) along the path you want the road to take. Then when you generate roads, it will place the stone road texture along the path you have placed".................................................. I haven't test it yet though..... Link to comment Share on other sites More sharing options...
Lord Slyther Posted December 1, 2007 Share Posted December 1, 2007 You working on road paths now? How is it coming out? Link to comment Share on other sites More sharing options...
ThePriest909 Posted December 1, 2007 Author Share Posted December 1, 2007 You working on road paths now? How is it coming out? Hi Sly...After a few tests I did on flat worldspaces it looks working...I haven't test it though with more complex or larger worldspaces... I will as soon as my secondary world is ready. Link to comment Share on other sites More sharing options...
Lord Slyther Posted December 2, 2007 Share Posted December 2, 2007 You working on road paths now? How is it coming out? Hi Sly...After a few tests I did on flat worldspaces it looks working...I haven't test it though with more complex or larger worldspaces... I will as soon as my secondary world is ready. cool! Link to comment Share on other sites More sharing options...
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