• 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.

Simog6

Second Lieutenant
18 Badges
Apr 19, 2016
107
14
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Campus
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Age of Wonders III
  • Leviathan: Warships
  • Europa Universalis III
I am trying to add the rendered tunnels to my set of roads but I have problems aligning its nodes between them. There is always a gap between the walls and if I fix that by acting on the half width parameter a gap opens up on the road (small but there is).
Do you have suggestions on how to shape tunnels to solve the problem?

upload_2019-12-1_13-20-58.png


upload_2019-12-1_13-29-8.png


upload_2019-12-1_13-29-59.png


All the nodes of the set are derived from the same model, I simply selected the side walls and moved them to align them with the tunnel size of the other road. I also tried to scale the entire model but the result is the same.

This is between tunnel and slope of the same road and it's ok:

Screenshot 31.png


Here, instead, between 2 different roads of my set:

upload_2019-12-1_13-31-14.png


And in particular with the ramp that is very narrow. This is the slope connected directly with the tunnel where I can't alter the half width, otherwise it wouldn't line up on the surface anymore.:

upload_2019-12-1_13-38-3.png


furthermore, the shape that can be seen by tracing the road from above the ground does not match with the real model under the surface

upload_2019-12-1_13-35-50.png


upload_2019-12-1_13-45-12.png


Many Thanks.
 
Hello, I took a closer look at the pictures, but I really can't tell where the error is.

It is important that the number of vertices between the different road types is the same.

The Node has a special feature, a Node object is separated on its local Z-axis, the left half is bent to the left and the right half to the right.

Therefore, as far as I know, between the object center and the outer edge of the road no further points (Vertices) may be present, the number of points between the edge of the road and the outer sidewalk (road edge) are not important, as I know, because this connects with the remaining Gegweg of other roads.

Due to the curvature of the roadway there are connection errors to other roads.

If I look at the first picture, the wire mesh has the tunnel arch at one end, and this probably causes the connection error.

The transition from segment to node must always be clean, the tunnel arc must end at the beginning of the node.

If you want, you can send me the pure 3D object (blend file) to my email, blender1971@gmx.de

Take a closer look at it, please set the object names according to which of the objects, the segment and which the node should be.

Translated with www.DeepL.com/Translator (free version)
 
Thanks. yes, I knew how they work. However I didn't think to try without the arc.
I tried nowI removed both the arc and the rounding of the edge of the ceiling but the gab remains. I also tried to move the outer edge of the road, which was aligned to the outer wall, onto the inner wall, no changes

upload_2019-12-1_19-2-10.png


I sent you a PM with the link to the file.
 
So here are some more pictures.

TEST.png



All blue areas are rendered in the game, red areas become transparent.

It is also important to always use as few vertices as possible, so you should simply delete all areas you don't see.

Therefore the areas behind the tunnel walls are unnecessary.

If you use two separate tunnel tubes as a segment, they have to be merged again at the beginning of the node, as you can see in the picture above.

The lower picture shows again what it looks like in the game, I didn't use the textures here, but just did a test.

Screenshot 295.jpg


Sent you a PM with the new file