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Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => MapWorx (Common) => Topic started by: Nowekat on December 22, 2018, 09:10:44 AM

Title: Roadbuilder V1.2
Post by: Nowekat on December 22, 2018, 09:10:44 AM
(https://i.postimg.cc/4dXDvML2/Roads.png) (https://postimg.cc/8FnXNyVL)

V.1.6, that fixes a glitch in V1.5, you can get here:

https://www.mediafire.com/file/iw0hreb2vyumtmn/RoadBuilder1.6.7z/file

See also the two posts above on V1.5 and V1.6.


Improvements in V1.2:
Fixed:
Distance warning function, it had computed the distances needed for curves as to long.
Added:
Creates a file inPlates.text to use with the HeightAdaptorV0.9.exe
Added to the download:
HeightAdaptorV0.9.exe, a tool to to make plate roads usable also on uneven ground. See post No. 13.

Improvements in version 1.1:

Even more natural street running
Softer curves including s-curves
Different curve radii
No road kinks
No gaps between the plates
Parallel running rails are running even more parallel now ;-)
Warning signal and function if the distance between waypoints is to short for a curve
Shift and delete waypoint function within a road/rail added
Treelines quite symmetrically left and right of a road/rail
Treelines rotating for 180 degrees randomly
Roaddegree modular 45 function changed to modular 5 degree
Plates definitions corrected
Several minor bugs & flaws fixed

You may download it here:

https://www.mediafire.com/file/gt7f68c1dsgpooo/RoadBuilderV1.2.7z/file

A readme and example files are included.

Nowekat



Title: Re: Roadbuilder V1.1
Post by: Uzin on December 22, 2018, 09:33:30 AM
+1!
WOW!
Title: Re: Roadbuilder V1.1
Post by: steeldust on December 22, 2018, 09:39:17 AM
realy: WOW!
Title: Re: Roadbuilder V1.1
Post by: carsmaster on December 22, 2018, 11:16:24 AM
Thank you very much.
We have been waiting for this for a long time.
Title: Re: Roadbuilder V1.1
Post by: danperin on December 22, 2018, 11:26:38 AM
Wow...Fantastic work!
Title: Re: Roadbuilder V1.1
Post by: Sita on December 22, 2018, 11:31:47 AM
looks like some Magic))
Title: Re: Roadbuilder V1.1
Post by: barber on December 22, 2018, 12:41:56 PM
Hey, Thank you so much!

Cheers
Barber
Title: Re: Roadbuilder V1.1
Post by: Motörhead on December 23, 2018, 04:43:30 AM
Thank you, this mod looks great!
But i have question - do the vehicles, armor or trains connected to this curved roads (just like with default roads)? Or mission builders will need to do this manually?
Title: Re: Roadbuilder V1.1
Post by: Nowekat on December 23, 2018, 12:19:35 PM
The games cars system isn't connected to the plates, so all waypoints must be made manually. This are some clicks, but most curves need only two or three. But better avoid oncoming traffic;-) Trains can not run on the planes at all, they are placeble only on the original rails.

Nowekat
Title: Re: Roadbuilder V1.1
Post by: Mixx on December 23, 2018, 03:21:48 PM
Yes! Yes! Thank you, this mod looks great!
Title: Re: Roadbuilder V1.1
Post by: CzechTexan on December 23, 2018, 04:58:02 PM
I will soon test this on mandrill7's South Ukraine map that I've been working on.  It sounds like the only problem is trains staying on the curved tracks.  Maybe there's a way to work that out in the future???  Anyhow, it does look better.

It's too bad this wasn't around 5-10 years ago to be implemented into the plethora of maps that came out during that time period.  There'll be a lot of upgrading to do  :P
Thanks for this!
Title: Re: Roadbuilder V1.1
Post by: Nowekat on December 25, 2018, 09:26:31 AM
An other problem is uneven ground. Im testing a little tool that helps here. But this will not solve all problems, in particular there are gaps between the plates when they overstep the lines of the height triangles.

The train thing possibly could be solved by declaring them as cars? I don't think there are fundametally differences between a columm of cars and a train, but i don't know.

There also is the problem with the high number of plates in the actors.static on bigger maps. If you mean the "m7_cu01"-map (2368*1280) with realy bad many roads, only a part of them may be substitutable. But the terain is quite low there with little height differences, so i think the plates will work fine here with that height balancing tool.

So the plate roads will not work with every map and under all circmstances but i hope the best ;-)
Title: Re: Roadbuilder V1.2/HeightAdaptor for plate roads
Post by: Nowekat on December 26, 2018, 09:38:22 AM
This tool is an attempt to make the plate roads usable also for uneven terrain. It works simliar to the map builders height tool with the option "Fill" and a texture size of 3. Along a road and a given distance it adjusts the height to the middle height of that route. For this it changes the map_h.tga and creates a "map_hAdjusted.tga." The map_h must be in the same folder.

The distance in question you can adjust in the HeightAdaptor.ini. The second value shifts all roads up or down, this was for testing pruposes only but creates nice canyons or dams.

The tool needs a file "inPlates.txt", which is created by the RoadBuilderV1.2. So i included both tools into the updated download for the roadbuilder.

The tool produces flat sections for the roads but also a kind of height pitches or height steps when reaching the next sector with an other height. The plates show gaps here and are partly invisible when they overlap into the lower height triangle of the map_h. This can be mostly fixed by shifting or adding these plates, but this may be very laborious. To compute this is difficult, i will investiagte this next year.

The link to the HeightAdaptor and the roadBuilderV1.2 you'll find in the first post. I added here also a plate roadnet of the Okinawa map and an adjusted map_h.tga as an example of the reslt. There are some fixes needed, but i think over all this works.
Title: Re: Roadbuilder V1.2
Post by: Uzin on December 26, 2018, 12:02:27 PM
Hi, Nowekat,
your HeightAdaptor reminds me the problem with rivers in mountainous area. 
There I must adjust piecevise the height along the river, what I am doing by   
"gradient"  function of GIMP rather sophistically, complicatedly used .
Perhaps this can inspire you further.
Good luck and Happy New Year!
Title: Re: Roadbuilder V1.2
Post by: max_thehitman on February 05, 2019, 06:37:53 PM


HURRAY! NO MORE weird looking roads , now we can have nicely curved roads!  8) Very cool!

Alas there is a problem  :(
Now all maps must be re-worked. Big problem.


Title: Re: Roadbuilder V1.2
Post by: Alfie Noakes on February 07, 2019, 03:07:34 AM
I've been following this thread with great interest for some time......and I do believe this mod could be as important and pivotal  to our beloved game as the development of sky textures by istvan, tbauchot and whistler  :-*
For me the only bugbear I've got with IL2 1946 + mods are the awful angular roads (especially on winter maps)
I had thought about requesting a mod that would remove all roads from the maps  :D  but with this mod that won't be necessary  ;D

I do agree with Max though....

Quote
Now all maps must be re-worked. Big problem.

A question for all you Java Geniuses/ map makers ........
Would it be possible to make a mod that would convert all roads to curved in one go ?

Cheers

Alfie
Title: Re: Roadbuilder V1.2
Post by: stanislao on February 07, 2019, 07:07:54 AM
 :(  I am very happy that Nowekat has opened this discussion on the far more depressing aspect of our Il2 ... I have always hated those saw-toothed roads and railway lines, which are really not tolerable from the point of view of credibility in the realism of maps. .. really hateful! It would take an accurate investigation on the construction of the road lines. Obviously the big problem is the parallel between the curved line and the movement of convoys or individual vehicles that follow an angular trajectory ... In the maps of Nowekat I easily followed the path of the streets breaking the trajectory in brief changes of direction later, it works well and is absolutely acceptable, of course if there was a way to do it automatically would be more convenient and quick but some expert should put their hands ... I prey  for this at least from ten years and I have not stopped hoping .... ;)