

When building the road, it will be created higher or lower than the player has chosen based on this value. High values will make the road hard to use in tight situations.

Increases corner smoothing, this is more noticeable for sharp turns at low angles. Max Build AngleĮxample of 0 (top) and 16 (bottom) min corner offset. Maximum slope angle allowed for building the road. Min / Max Heightĭefines collision area for water and building other roads over/under it. This needs to match the length of the mesh used for the segment (and node if used), otherwise, the road will overlap itself or have holes. For correct nodes when intersecting with other roads, the half-width and pavement width values must be set appropriately. Pavement Widthĭefines the width of the pavement on each side of the road, used to properly connect curbs with other roads at nodes. The half-width should be wide enough to cover the entire mesh of the network, otherwise the LOD may display incorrectly. It's also the width of the area affected by flatten terrain, drawable/selectable area and affects how the road will snap to the grid. Used to define the width of surface paint (such as pavement, gravel, or terrain clipping) but becomes very unreliable when lower than 4. This is used to determine how roads of different widths connect - nodes of narrow roads will widen to meet wider roads. You can change the AI using Asset AI Changer by Snow_Cat & cerebellum. The general properties are based on the AI the road has, that means for canals or cable car networks some of them might be different, this list is primarily based on the one for RoadBridgeAI, used for elevated networks of any normal road, but also contains properties which only appear on some other AI. If you would like to copy a custom network into one of the elevations, you can also find those in scene explorer: Custom Prefabs > ModTools.CustomPrefabs > m_nets. For example you could go to Basic Road > m_netAI, click Copy on m_bridgeInfo, and then go to Tool Controller > ToolController > m_editPrefabInfo > m_netAI and click Paste on m_bridgeInfo here, then save and load the asset. You can find the base game networks in scene explorer Ctrl+E: Sunny (or North/Tropical/European/Winter, based on the theme environment you loaded for the asset editor) Collections > Road > NetCollection > m_prefabs. This can be done by copying any other network into one of the possible elevations. If your template didn't have elevations, but you need them, you may be able to add them, depending on what AI your network has. If you don't need specific elevations, you can delete them by opening ModTools scene explorer Ctrl+E, going to Tool Controller > ToolController > m_editPrefabInfo > m_netAI and clicking Unset on the ones you don't need, then saving and loading the asset.

Slope is used for the basic to tunnel transition. crp file.Įlevations trigger at specific build heights, or when chosen by the player using Fine Road Tool. Elevationsĭepending on the AI of your network, it may have elevations such as Elevated, Bridge, Slope, Tunnel, which are their own complete networks with their own properties, lanes, segments, and nodes, which are bundled together with the Basic network inside the same. You can change almost everything later in the asset editor itself, or using ModTools scene explorer Ctrl+E or running scripts in the console F7. The template you choose will be fully imported as the starting point of your network, so choose one that is closest to your desired result. Networks are arguably the most complicated type of assets (depends on what you are creating) so this article assumes you are familiar with basic asset creation such as props and buildings, so it skips basic concepts such as what is a mesh, pivot etc. Networks consist of nodes and segments, they are used for roads, tracks, canals, walls, fences, powerlines etc.
