Hazelnut wrote: ↑Thu Dec 10, 2020 9:15 pm
I've been away from DFU for RL reasons and have totally lost track of where we're at (well you, I've done naff all) with compatibility with TO and roads... hoping to get some time during the xmas break so should be able to make any changes required if you tell me what is the state of play here.
Sorry for losing track.
No problem at all - I've barely been doing anything lately, also for RL reasons. Also, hence the late response - apologies for that.
I've been working on smoothing the terrain along the roads, after it finally dawned on me how the road network is generated from the byte array. It's been challenging when it comes to roads that run through steep mountains due to the straightness of the roads (in "real life", the road would either spiral or zig-zag along the mountainside), so I decided on a trade-off allowing for occasional unnaturally steep road segments; they're not so steep that the player enters climbing mode, so they're technically walkable roads. I feel like this will be sufficient for the scope of Basic Roads. I'm still working on the final touches.
As for your end, it's still sufficient to implement the code changes I proposed earlier on. And as for load order, I've managed it in a way so it doesn't matter; if Basic Roads is loaded, my TerrainTexturer is never applied.