Game Improvements (Split from Texas Discussion Thread)

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xXCARL1992Xx
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Re: Game Improvements (Split from Texas Discussion Thread)

#61 Post by xXCARL1992Xx » 26 Jun 2022 17:03

those are all roads with different looks and lane configurations , also the roads are only a few meter in length and then positioned in the map editor to the length needed procedurally, nobody will sit in front of the PC and hand add bumps to every road on the map, it has to happen automatically that the road gets light deformation, also dependent on the surrounding area and you cant do that in a 3D model software beforhand, and especially not how they make the roads, crossing or on/off ramp, yeah those are sometimes prefabricated but i think now they are also handmade mostly

it isnt so easy to "just add a few bumps here and there" your video even shows it how unrealistic it is, the truck is shaking as if i drive over a logging road and not a highway that is smoother or has less obvious deformations to the surface that dont kick you out of your seat
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flight50
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Re: Game Improvements (Split from Texas Discussion Thread)

#62 Post by flight50 » 26 Jun 2022 17:08

I think what Southernman has done would be perfect for a Farm to Market or Ranch to Market road in Texas or any state that is similar. Once you get off the main backroad and take those minor roads to actually get to your destination, that road is less common and someone could hand place such. But as a main road, its a bit aggressive and would piss off more people than not. Cracks, expansion joints...yeah those should be part of prefab road types in sections. Make a copy of a road type and add imperfections. We only need so many meters of less than smooth roads. There could be some imperfections implemented in the game but don't get carried away. Subtle is the thing. Selective is the thing but something new for road feedback is a plus for sure.
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SouthernMan
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Re: Game Improvements (Split from Texas Discussion Thread)

#63 Post by SouthernMan » 26 Jun 2022 17:16

xXCARL1992Xx wrote: 26 Jun 2022 17:03 those are all roads with different looks and lane configurations , also the roads are only a few meter in length and then positioned in the map editor to the length needed procedurally, nobody will sit in front of the PC and hand add bumps to every road on the map, it has to happen automatically that the road gets light deformation, also dependent on the surrounding area and you cant do that in a 3D model software beforhand, and especially not how they make the roads, crossing or on/off ramp, yeah those are sometimes prefabricated but i think now they are also handmade mostly

it isnt so easy to "just add a few bumps here and there" your video even shows it how unrealistic it is, the truck is shaking as if i drive over a logging road and not a highway that is smoother or has less obvious deformations to the surface that dont kick you out of your seat
I understand what you mean, but that was just a test. I KNOW that's unreal, it's kind of obvious, because it was just a test and a way to show some people that it's possible(even if this is nothing new to some people). Obviously I wouldn't make bumps like that on Highways...
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SouthernMan
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Re: Game Improvements (Split from Texas Discussion Thread)

#64 Post by SouthernMan » 26 Jun 2022 17:25

flight50 wrote: 26 Jun 2022 17:08 I think what Southernman has done would be perfect for a Farm to Market or Ranch to Market road in Texas or any state that is similar. Once you get off the main backroad and take those minor roads to actually get to your destination, that road is less common and someone could hand place such. But as a main road, its a bit aggressive and would piss off more people than not. Cracks, expansion joints...yeah those should be part of prefab road types in sections. Make a copy of a road type and add imperfections. We only need so many meters of less than smooth roads. There could be some imperfections implemented in the game but don't get carried away. Subtle is the thing. Selective is the thing but something new for road feedback is a plus for sure.
Yeah, those kind of bumps I made would be perfect for farm roads etc. But as I said above, it's obvious that I wouldn't make a mod with the bumps like in the video, on Highways.
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Outlaw Transport
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Re: Game Improvements (Split from Texas Discussion Thread)

#65 Post by Outlaw Transport » 26 Jun 2022 17:52

@SouthernMan - That Grangeville dock is EXACTLY the type of stuff I have been missing. So simple yet a thousand times better and more realistic than anything out of base game. Any plans to turn it into a mod in the future?
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SouthernMan
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Re: Game Improvements (Split from Texas Discussion Thread)

#66 Post by SouthernMan » 26 Jun 2022 18:00

@Outlaw Transport Yeah, this is definitely very simple, but it manages to be better at times than the default SCS Prefabs. And yeah, all these projects that I've been doing and showing on the channel will be available to the public soon. :D
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danbywinby
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Re: Game Improvements (Split from Texas Discussion Thread)

#67 Post by danbywinby » 26 Jun 2022 19:00

SouthernMan wrote: 26 Jun 2022 15:51 @danbywinby Hey boss. Well, it's very simple to create a message on the HUD, but it's done inside the map editor. About the company, yes, it's a prefab but, unlike SCS, I don't use the buildings directly from the prefab itself, but I remove all the buildings, make everything invisible(prefab) and put it according to the scenario. This is, imo, the best way to make companies, services buildings, etc. less repeated.
Ah ok. I guess it's one of those 'trigger' item types or similar.

About the 'invisible' prefab that is pure genius. Absolutely amazing. That is a truly dynamic prefab. Create several of those with the trailer point and 'gate' icon in different locations and then you could literally create hundreds of completely unique 'depots' in the map editor.

The one problem I can see with this and is a reason as to why I no longer do map modding myself is that the next update will break this mod. Because SCS always makes changes to the map. Obviously you might get lucky and SCS might not make a change to the sector that you've been working on but if they do then you will either lose that change or have to re-do the work you've done from scratch. I have thought in the past about making improvements to the escorts for the special transport missions for example make them actually stop in front of traffic but that would require editing the map and so the next update from SCS would completely break the mod and all of my work would be lost or have to be re-done again.

About the 'bumps' in the road. I have achieved similar through using the 'random road events' feature and creating 'Asphalt Patches' events in my random events mod. This allows the bumps to be truly randomly placed in the map.
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SouthernMan
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Re: Game Improvements (Split from Texas Discussion Thread)

#68 Post by SouthernMan » 26 Jun 2022 19:23

@danbywinby Exactly, I leave only the triggers.

Well, it really has this downside about when SCS updates it can give your mod problems. But it all really depends, as you don't always have to do it all over again. What SCS has been redoing lately is the prefabs, this really a lot of maps are having problems with that.
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Ryley03d
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Re: Game Improvements (Split from Texas Discussion Thread)

#69 Post by Ryley03d » 26 Jun 2022 20:35

Louisiana Avenue @ I-40 in Alburquerque is an SPUI in real life.
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SouthernMan
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Re: Game Improvements (Split from Texas Discussion Thread)

#70 Post by SouthernMan » 27 Jun 2022 01:44

Another company that was just a scenario has now become functional:
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