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amazing driveline and road mesh discovery

PostPosted: 23 Jul 2012, 14:25
by ctdabomb
Hello everybody

I found a different way to make drivelines and road meshes. Instead of using the array method, you:

Driveline:
1. take a curve, duplicate it twice.
2. on the first duplicate set the extrude depth(this and other settings are under the "geometry" section) to 2.5(or however wide you want it to be).
3. Convert to mesh.
Road Mesh:
1. Take the other curve duplicate set to 2.5.
2. set the bevel depth to .5 and the resolution to whatver you want(around 1-3 is good 3 being higher quality and more polys).
By defult, this will make you a nice road like the one in the canyon track where it is above the ground.
Screenshot-1.png

But if you want the road to be like the farm track where it is below the ground
Screenshot-2.png

then in edit mode tilt the whole curve(ctrl T) 180 degrees.
3. Convert to mesh

IMuHO, this is a lot easier, quicker and usually high(er) quality than the old method.

ctdabomb :D

Re: amazing driveline and road mesh discovery

PostPosted: 23 Jul 2012, 21:14
by wardmuylaert
I am not at all familiar with the track making side of STK, but any good tips can probably be added to one of the relevant Wiki pages as well(?) It's more likely to be seen by future people that way (who I assume not to dig through all the forum posts)

Re: amazing driveline and road mesh discovery

PostPosted: 23 Jul 2012, 21:34
by ctdabomb
I was thinking of doing that, but I wanted to see what people thought first.

Re: amazing driveline and road mesh discovery

PostPosted: 20 Aug 2012, 15:35
by ctdabomb
sometimes the road gets all twisted up because of the curve. I found an easy way to fix that:
(in edit mode on the curve)alt T clears all tilt
under curve panel-shape-twisting, set to Z-up. plus smooth automaticly banks the curves for you but be careful with the amounts.