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Mint Transit - Tile Based, Realistic Road System (Images)

Discussion in 'Works In Progress - Archive' started by mariejuku, Oct 31, 2015.

  1. mariejuku

    mariejuku

    Joined:
    Sep 12, 2012
    Posts:
    8

    Hey guys! I've recently started creating an asset pack based around realistic roads, something I didn't spot in a quick glance over the store. It's tile based, so it's perfect for procedural generation, although I will absolutely include diagonal and fractional-angle pieces in the set. The intention of the pack is to focus on cosmetics, so in addition to a large number of different road types, I will include many different cosmetic pieces such as parking bays, crossings, special lane markings, etc.

    Here's a quick demo of the pack and a couple of interesting features.
    The pack in action:

    Easily swap out your materials and adjust road accessories:

    Consistent Materials Array - Elements used will always match, even across different tile types (easy assignment):


    The focus of the pack is cosmetics and customization.
    I'll bundle lots of different textures that can be used, such as different road materials, different terrain and footpath, different markings, etc... the idea is people can completely customize pieces on an individual level if they so want to. Pieces will have full LOD support.

    There are already 23 different road types planned, ranging from highway roads and onramps, to suburban avenues and dual carriageways, to touge/mountain roads interfacing with terrain pieces, to train tracks and tram tracks that can exist alone or integrated into other roads.

    I'm posting here for two reasons: Firstly, to get people excited and stuff, but also because I want to know suggestions, ideas and features you might like to see in a pack like this. Things like different road types, aesthetic choices you might like to see, roads from other countries, stuff like that. I'd also like to know what you guys might use a pack like this for. That will help me add those features!

    I hope you like the pack for now! More to come very soon! :)
     
    Last edited: Nov 2, 2015
    theANMATOR2b, mliukka and RavenOfCode like this.
  2. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    869
    Looks really cool, not something I would use (as I love 2d and probably wont do anything 3d for a while) but so far it looks quite nice, keep up the good work. :)
     
  3. mariejuku

    mariejuku

    Joined:
    Sep 12, 2012
    Posts:
    8

    Still fixing up some core stuff, nothing too exciting yet, but here's a quick demo of new crossings and material swaps. Note the different LOD levels visible on the corners closer to the camera :)
     
  4. mliukka

    mliukka

    Joined:
    Nov 1, 2015
    Posts:
    19
    Looks really nice! All the tiles are flat so far, right? Are you going to add grades which would enable laying out roads on top of a bit more varied topography?

    I know this is totally different approach from a tile-based set, but some spline-based roads would be totally cool. Cities:Skylines has a really neatly working, freeform road tool that can generate free curves, uphill/downhill roads, proper intersections when two roads cross, etc.
     
  5. mariejuku

    mariejuku

    Joined:
    Sep 12, 2012
    Posts:
    8
    I will add grades, both in the roads and in the terrain :) things like tunnels and bridges will be there too.
    There are other packages that do spline-based roads better than I would, I'm sure; but it's certainly something I could add to the pack later on. However, my first priority will be completing the tiles. Thanks for the interest :)
     
    theANMATOR2b, RavenOfCode and mliukka like this.
  6. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    I've never really been interested in creating a racing/driving game until recently. (My son age 7, has recently became obsessed with all make/model/hp/mods of all vehicles)
    Some of the upcoming road assets, including this really cool looking one makes me think I'd be able to create something with a lot less trouble and hair loss.

    Nice work - I second the grading addition. Please make it user friendly to non-coders.
     
  7. mariejuku

    mariejuku

    Joined:
    Sep 12, 2012
    Posts:
    8
    The first of the grades have arrived :)


    There will be at least 4, possibly 5 different slope gradients, and 3 pieces for each to make them smooth. Different road types may have more or less slope possibilities than others.

    and here is a sloped intersection :) unusual pieces like this will be an important feature of the pack.
     
    Last edited: Nov 3, 2015
  8. mariejuku

    mariejuku

    Joined:
    Sep 12, 2012
    Posts:
    8
    Quick update. I've been silent for a little while as I was working and then getting some teeth extracted. I do not recommend that, they simply hit you with anaesthetic and then push it until it snaps!

    I'm working on the editor plugin at the moment, and I've realised that the way the pack works can be adjusted for the better.

    Here's how it will work: Pieces will now be placed down on a grid in the editor window, with textures and other properties adjusted in the inspector. Curve radius, slopes and gradients can all be dynamically generated now, making it easier for me to build the parts and allowing more possibilities in creating. This also means that fractional angles such as 22 and 45 are easy to put together, so just because the pack is grid based doesn't mean your roads need be north-south-east-west all the time.

    Terrain will also be generated dynamically, allowing for less grid-like terrain with interesting variations. This also accounts for potentially strange shapes that i wouldn't have anticipated in tiles alone, such as the 1x1 gap in the screenshot just above. I'd like to know what you guys think of this.
    This is all mostly under the hood stuff, so I won't have more screencaps to show off until it's ready. Thanks for the interest!
     
    RavenOfCode likes this.
  9. varunvp

    varunvp

    Joined:
    Jul 11, 2014
    Posts:
    57
    It would be nice if you could customise this for use in a city, like for zebra crossings, medians, intersections and grids. The way I see it, this seems to be only usable for racing games, unless that was your objective.
     
    RavenOfCode likes this.
  10. mariejuku

    mariejuku

    Joined:
    Sep 12, 2012
    Posts:
    8
    My intention is to make it suitable for city building, and specifically to support those kinds of cosmetic pieces. definitely!
     
    RavenOfCode likes this.