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Old 2016-02-20, 15:26   #141
Rabbit
Default Re: [Map] Musa Qala (2km) [WIP]

What does the alpha channel look like on your road texture? I feel like a more see-through alpha might help blend those lines.
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Old 2016-02-20, 17:25   #142
Max_
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Default Re: [Map] Musa Qala (2km) [WIP]

This is the main textures for the road template, also used on the road intersection where I connect the roads. (same as WW2 with a slight color adjustment)


Cross intersection texture.


T intersection texture.


The intersections alpha isn't really matching the main texture alpha, I need to redo those.


Also, I think this is related to my UV being wrong somewhere? not sure.



Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Old 2016-02-20, 17:49   #143
Rabbit
Default Re: [Map] Musa Qala (2km) [WIP]

Ahh, must have just looked bad due to some missing roads between them.
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Old 2016-02-21, 04:34   #144
Max_
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Default Re: [Map] Musa Qala (2km) [WIP]

Once connected.






Central Markets intersections/roads.




Changed flowers mesh as Ason recommended.


It feels like that the lowest prio road templates need to be done last or at the same time before saving.
Because before implemented those new intersections I didn't had the "flickering roads bug" with some smaller compound/path road templates. Now it's doing it to them since I've redone the roads.
I also left some old intersection (central market), and they are not flickering anymore.

For example:

Situation 1: Put template X then save and quit. next day. Add Template Y but they need to be above template X using prios. (This situation will make the roads flicker)

Situation 2: Put template X then save and quit. next day. Add Template Y but they need to be under template X using prios. (This situation should not make the roads flicker)

I still have to put this theory to test tomorrow.


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Last edited by [R-DEV]Max_; 2016-02-21 at 09:17..
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Old 2016-02-21, 13:21   #145
Outlawz7
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Default Re: [Map] Musa Qala (2km) [WIP]

Quote:
Originally Posted by max nice View Post
Put template X then save and quit. next day.
Next day? Just launch the editor again.

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Old 2016-02-21, 15:05   #146
Arc_Shielder
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Default Re: [Map] Musa Qala (2km) [WIP]

Nice job max!

Any chance you an upload those and send them my way?
It might come in handy for future maps of ours.

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Old 2016-02-21, 19:57   #147
Max_
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Default Re: [Map] Musa Qala (2km) [WIP]

By next day I meant for example. When I work on my maps I just work on it for a few hours a day and come back to it the next day, so I don't burn myself out like it happened many times a few years ago. (I shouldn't have used Next day...)

I did the test of this Cracker Jack Box theory on two maps. The first map was totally ignoring the prios (the second template was always on top regardless of the prio that was set). On the second map, all the templates was flickering.

So yeah, roads prio between different templates is totally bugged.

Those two lanes intersections will have to wait, unless I do a massive intersection with huge textures.


meawhile, I will use the T intersection for the first lane.


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Last edited by [R-DEV]Max_; 2016-02-21 at 20:08..
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Old 2016-02-21, 22:21   #148
Zeno

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Default Re: [Map] Musa Qala (2km) [WIP]

Road Simulator 2016, order now and get the Trafficlight DLC for free
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Old 2016-02-22, 05:38   #149
Ratface
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Default Re: [Map] Musa Qala (2km) [WIP]

Glad to see you've made great use of those roads ;D

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Old 2016-02-22, 08:54   #150
Rhino
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Default Re: [Map] Musa Qala (2km) [WIP]

Looking good!

As for your UV issues, your UVs should be slightly inside the edge of the texture sheet border, if they are right on the edge then they will bleed onto the opposite side as if the texture was tiled, especially in the mip-maps.

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