Closed kianzarrin closed 3 years ago
Partial success. now have to learn how to deal with matrixes
There are so may combinations here about how the nodes should function like, how long the nodes are and how should it look like. but maybe the latter is more relevant as part of paint lanes on transitions or runtime continues junction barier Stretching the nodes is easier than shortening them. Maybe I should introduce minimum blend length based on difference in road width.
I need to write a table about all combinations:
crossings=short length | u turn = medium length
default = middle node -> crossing; U-turn; custom blending length;
total width matches but pedestrian width does not (default = crossing) -> middle node; u-turn; custom length
road width has small mismatch (default = crossing) -> u-turn; custom length
road width has big mismatch (default = crossing +u-turn) -> custom length.
if TMPE does not hide forward flags then I should. Also I can patch TMPE to control default crossing, traffic lights and u-turns.
this is how the textures should look like:
middle node => no manipulation needed
crossing/u-turn/custom-length => use segment texture instead of node textures; let hide crossings mod hide crossings
It would also be good to provide options for asset creators to force middle/bend nodes instead of blend junctions. this way CSUR can activate bend segment and avoid this:
Progress! BlendRoadManager.zip Requires: TMPE and Hide Crossings recommended Elektrix road tools for adding new nods.
looking good!
Updates on my Node/Junction controller Mod No more forward arrows at road transitions. Multiple ways of handling road transitions: There is also basic support for asym road where asym road reverts direction.
Are middle nodes what RWY (Railway assets) call "nodeless" nodes?
What happens when there's things like bus lanes, tram tracks or trolley bus catenaries?
Are middle nodes what RWY (Railway assets) call "nodeless" nodes?
Yes
What happens when there's things like bus lanes, tram tracks or trolley bus catenaries?
It works as usual.
Picture album:
TODO list:
ReleaseNode
to release data.CalculateCorner
[xxx---]
-stage 2
stage 3:
stage 4:
step 5:
NetLane.RenderInstance()
. see networkskinsBugs:
CSUR:
Third-party
rejected:
RenderInstace
patch should use data matrices from direct connect.Image blow shows 3 types of transition when two roads are connected: A. No transition: this happens when there is equal number of lanes on each of the connected roads B. Sharp transition: This happens when the number of lanes mismatch but the width of the roads are the same. C. Gradual transition: This happens when the connected roads have different width.
Perks:
no transition required when a parking lane transitions into a bus lane. (generally parking/bus/bike lanes do not need to transition into one another).No transition is required between parking and bike lanesI think the user should have control over which type of transitional node is used (A B or C).