• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Moog78

Private
35 Badges
Aug 16, 2016
21
0
  • Stellaris: Distant Stars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Hi,

I'm having my first attempt at creating custom roads and having some trouble get a working lod model.

I made the road mesh and it is working with _d, _p, _r maps the way I want it to.

I've made a simplified lod mesh but can't get it to work. I just want the lod to show vanilla asphalt and pavement so I have a name_lod_p and name_lod-r and these two cover the whole uv map between them.

When I start to zoom out, the road initially goes blue at medium zoom and then it appears that the lod works at long range zoom. The main and lod models are both created the same way and have the same orientations etc so I can;t see that the problem is with the mesh (although I am a novice with blender).

Can anyone offer any advice?

thanks
 
Np and great to hear it worked! If it wasn't the naming I had no clue. :p

Maybe you can answer another question? I've noticed that when building roads, any free space in the UV map leads to blank spaces etc in the model in-game. This makes generating the UV map difficult as you can't have any islands etc and all free space has to be filled. It feels like I'm doing something wrong or missing something here, any ideas?
 
That's because it scrolls through the texture so it doesn't get stretched or squeezed. You can get around it with vertex colors, but for a road I wouldn't recommend it since short road segments wouldn't look good. It's better to just make the textures like the default roads and use space on the sides for some extra things if needed.
 
That's because it scrolls through the texture so it doesn't get stretched or squeezed. You can get around it with vertex colors, but for a road I wouldn't recommend it since short road segments wouldn't look good. It's better to just make the textures like the default roads and use space on the sides for some extra things if needed.

is it just the road surface that needs to be continuous along the axis of the UV map? If I'm using vanilla pavements does it matter if the pavement part of the UV map is not continuous?