Would be cool to see that feature in the World Editor of BeamNg.drive sometime. It looks really great. https://beamng.tech/blog/beamng-tech-032/
It really does look awesome... I had a road builder tool that worked in unity. It was pretty decent. You could export to blender too. I imported to beamng too once and it was pretty decent, but as always, I had issues with the placement and scales being off. I really should get better at blender at some point.
Hello friends! May I join you with a few words and a file? Yes, it always looks great when amazing things happen automatically with minimal effort. Actually, it's ideal to do this with Blender. So I've prepared a Blender file for you that guides a road and some side parts along a Bézier curve. The curve can be modified at will, and everything follows it. It’s still a work in progress and thus perfectly suited to fulfill real dreams! I used only a few modifiers. Geometry Nodes are way more flexible... Export to dae is possible without applying the modifiers - it's nondestructive. But if you wait too long: In a few years AI will build your maps... Have fun tinkering around! --- Post updated --- The problems you are having with scaling and positioning come from a different source. I never had these issues. Maybe an import/export problem? In any case, it's not a central issue I think. Units are meter in both systems by default. Just to be on the safe side apply [CTRL+A] position, rotation and scale to your objects in blender, but this should be implicit on export. EDIT: I deleted the auto-bezier-road.zip here and made a map out of it with many more features to experiment with and lots of fun. My template is to generate road geometries, not decal roads and thus not traffic lanes. The whole thing moved here: Barbent's Blender Tracks
Thanks Eno! That’s a great Template for experimenting with road generation. Together with my experiments getting the BeamNG terrain to blender one could place the road quite exactly and export it with the right position.
I am working (making plans and concepts) to create a Geometry Nodes based version with a nice user interface, so you don't have to understand all the Blender specific details. But it may take time for me to do this because the every day work on my map is hardcore. I do not need such a mechanism for my map but I find it quite interesting and I am hooked... Btw. tailoring and placing things exactly can also be done by placing dummy objects (cubes or Mesh-Roads with no material) on your map and exporting them. In this case there is no urgent need to export the whole terrain (height map) to blender since you have markers or a mockup of your planed road element or construction. Delete them afterwards. Exporting the terrain to Blender can have many advantages, though. Also to keep in mind is the uv-mapping job in Blender where you are happy to have non rotated geometry. How do you think?
awesome! is it possible with this tool to adjust the slope of every single section? I mean something like this:
Yes and no. The road profile is fixed along the Bézier Curve for now. But if you apply the modifiers, you can edit the road. It is possible to make profile control shapes in blender, too. But that has to be a different attempt. It is actually no tool. It is only a Blender file...
And the best thing is that the opendrive software used for the splines seems to be free. You can download it here. But it seems to be very on the professional side of life https://www.asam.net/standards/detail/opendrive/
There are quite a few geometry node road makers out there already. Not all free. Worth a look before you have a go. I've had some success with these, as well as the method you showed in the past. Interested to see where this all goes. A decent road and pavement tool would be huge.
I am always highly interested whenever there are opportunities to build and create something myself. Since Blender is fully Python-capable, it would even be possible for Blender to directly write the additional AI Decal Roads into a file. One could write Blender scripts that automatically prepare and export entire scenes with AI roads for BeamNG. I would also like to learn more about Blender. The Geometry Nodes are an incredibly powerful tool that I'm just beginning to explore. The connection between Blender and BeamNG still seems far from fully exploited. I'm also excited to see where this will lead. BTW: "You don't have to reinvent the wheel!" This well-known saying proves to be untrue right here: Omni wheel hahaha... --- Post updated --- Did you try to get it running?
I've created a better and easy blender template with PBR-Mats and different road profiles, guardrails and so on. It is the more straight solution... Easy Blender Road Creation Template
I don’t know how to share Instagram messages. Here is a Screenshot from beamng.official. It’s a video though.
Ok, so I've had a quick play. I absolutely love it. Like all BeamNG world editor things, it is absolutely confusing as all hell to start with, but I'm getting there. One issue I can't fix is that I have a gap under the sidewalk which is popping my tyres when I drive over it: hard to see that well, but it is just floating. I've tried changing various offsets, but to no avail so far. Otherwise, I urge any map-makers to persevere with this, it does click eventually, and I genuinely believe this will lead to much more high quality and interesting maps in the future. Kudos to the devs.