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Road Work
Road Work
| Name: | Todd Pickens | ![]() |
|---|---|---|
| Date Posted: | Feb 08, 2007 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Todd Pickens |
Blog post
Ando recently posted some great shots Here of some stuff he was working on.
The work was all stock TGE, (done very well!), but the thing that jumped out was the road he created. It turns out that he made it with a transparent model that is placed a fraction above the map terrain. As he pointed out, doing this on terrain that had hills (or any height variation) would be a real challenge.
This got me surfing the forums a bit, and I noticed that a LOT of people have had difficulty with making roads in TGE.
Depending on what you want to do, creating the road with a set of tiling DIFFs is one solution, and Ando's transparent model approach is another. But a thirds option seemed obvious to me so, so I mocked up a couple of quick test to help illustrate it. All three methods have some obvious limitations and weaknesses. The trick is just to pick the method that provides the best solution for your particular project.
The images below are stock TGE with a tileable road texture that is applied to the terrain just like any other terrain texture. I have the terrain square size set to 8, but this could be done with any acceptable terrain square size. Smaller square sizes will buy you a more detailed terrain mesh and resulting sharper looking textures.

Doing a full set of roads with left and right turns, stop signs painted on the ground, etc, would require a good bit more than the stock TGE editor limit of six 256x256 textures. But there are community resources available for expanding that limit. Look Here for more info on that.
Here are a couple more shots. For my test I created a north/south facing road texture, an east/west facing road texture, one rounded 90 turn road texture, and one intersection road texture.



The work was all stock TGE, (done very well!), but the thing that jumped out was the road he created. It turns out that he made it with a transparent model that is placed a fraction above the map terrain. As he pointed out, doing this on terrain that had hills (or any height variation) would be a real challenge.
This got me surfing the forums a bit, and I noticed that a LOT of people have had difficulty with making roads in TGE.
Depending on what you want to do, creating the road with a set of tiling DIFFs is one solution, and Ando's transparent model approach is another. But a thirds option seemed obvious to me so, so I mocked up a couple of quick test to help illustrate it. All three methods have some obvious limitations and weaknesses. The trick is just to pick the method that provides the best solution for your particular project.
The images below are stock TGE with a tileable road texture that is applied to the terrain just like any other terrain texture. I have the terrain square size set to 8, but this could be done with any acceptable terrain square size. Smaller square sizes will buy you a more detailed terrain mesh and resulting sharper looking textures.

Doing a full set of roads with left and right turns, stop signs painted on the ground, etc, would require a good bit more than the stock TGE editor limit of six 256x256 textures. But there are community resources available for expanding that limit. Look Here for more info on that.
Here are a couple more shots. For my test I created a north/south facing road texture, an east/west facing road texture, one rounded 90 turn road texture, and one intersection road texture.



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Submit your own resources!| Todd Pickens (Feb 08, 2007 at 22:38 GMT) Resource Rating: 5 |
This would mean that for each terrain texture, grass, road and sand, for example. You would be able to assign a detail texture that would be appropriate.
So for the road you could assign a cracked asphalt detail texture, and for the grass a grass detail texture, etc.
As it is, you have to use a sort of ambiguous one style fit all detail texture.
| Jeppie (Feb 08, 2007 at 22:54 GMT) Resource Rating: 5 |
Quit farting around and get to work on your next content pack! My new game needs some more of your awesome goo, lol.
j/k, interesting stuff.
| Todd Pickens (Feb 08, 2007 at 22:59 GMT) Resource Rating: 5 |
What sort of art are you looking for? I can tell you what in the works and what order its most likely coming out in.
| Stephan (viKKing) Bondier (Feb 08, 2007 at 23:14 GMT) |
Quote:
What would REALLY rock, would be a per terrain texture detail texture resource.
This would mean that for each terrain texture, grass, road and sand, for example. You would be able to assign a detail texture that would be appropriate.
So for the road you could assign a cracked asphalt detail texture, and for the grass a grass detail texture, etc.
This is on my to do list...
| Todd Pickens (Feb 08, 2007 at 23:21 GMT) Resource Rating: 5 |
SWEET! That would make you my hero!
| Steve Adamson (Feb 08, 2007 at 23:44 GMT) |
As always, a touch of class ;) Simply awesome work. Looks like it works rather nice, except for a couple minor blend issues from corner to straight.... Mind you when your driving going 100+ M.P.H, I do not think anyone will notice. . . . or care. hahahaha.
- Steve Adamson
President
Gear Worx Productions
- - - - - - - - - - - - - - - - - - - - - - -

| Tom Spilman (Feb 09, 2007 at 00:13 GMT) Resource Rating: 4 |
| Todd Pickens (Feb 09, 2007 at 00:31 GMT) Resource Rating: 5 |
Thanks much. Yup I spotted that little blend error as well. It was some pretty sloppy and fast Photoshop work, but I may get around to fixing it and finishing the tile set.
@Tom,
I assume you mean a model, or tiling model set?
| Tom Spilman (Feb 09, 2007 at 00:36 GMT) Resource Rating: 4 |
If i ever get time i'll do this i'll write a full car code pack, and make a bundle of money. ;)
Someone should really beat me to this... please.
| Todd Pickens (Feb 09, 2007 at 00:45 GMT) Resource Rating: 5 |
Yup, I imagine that would be the best all around solution, and definitely the way to got for any sort of interesting race track.
| ando (Feb 09, 2007 at 01:37 GMT) |
| Todd Pickens (Feb 09, 2007 at 02:04 GMT) Resource Rating: 5 |
I agree, there is certainly a demand for a good road solution in Torque.
| Tom Bentz (Feb 09, 2007 at 02:51 GMT) |
| Todd Pickens (Feb 09, 2007 at 03:12 GMT) Resource Rating: 5 |
The terrain texture path is a pretty simple solution.
It would be even more powerful if you could flip and or rotate textures in the terrain editor. I worked with a similar map builder once that had those features, and it really allowed the artist to maximize the use of textures, with the minimum impact on the final memory footprint.
Thats another idea for a resource if any one is feeling so inclined ;O)
| T Squared (Thanhda Tie) (Feb 09, 2007 at 07:14 GMT) |
| Todd Pickens (Feb 09, 2007 at 13:54 GMT) Resource Rating: 5 |
I would be interested in hearing more about that if you find anything out.
| Nikhil Sharma (Feb 09, 2007 at 14:43 GMT) |
| Eric Elwell (Feb 09, 2007 at 18:44 GMT) |
| Todd Pickens (Feb 09, 2007 at 22:49 GMT) Resource Rating: 5 |
Not to my knowledge.
@ Eric,
Thanks Eric. For such a quick hack job, it actually came out much better than I expected.
| Matt Damon (Mar 24, 2007 at 00:52 GMT) Resource Rating: 5 |
| Todd Pickens (Mar 24, 2007 at 04:14 GMT) Resource Rating: 5 |
I am going to have to revisit this and finish it up at some point.
| Andy Hawkins (Mar 25, 2007 at 10:25 GMT) |
| Todd Pickens (Mar 25, 2007 at 15:13 GMT) Resource Rating: 5 |
The way Ando did it, you just need to get sort of close, to the same shape and good luck matching it to bumpy terrain. His looks better in my opinion and can have a higher resolution appearance.
My approach is simple, its just a terrain texture like any other texture, its just designed to tile. To use it, you would probably want to implement the resource that expands the terrain texture limit so that you could have a greater variety of road options.
| Andy Hawkins (Mar 25, 2007 at 22:07 GMT) |
| Todd Pickens (Mar 25, 2007 at 22:53 GMT) Resource Rating: 5 |
| H.W. Kim (Jan 06, 2008 at 14:20 GMT) Resource Rating: 5 |
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4.8 out of 5


