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road_generator

v1.4.8

Lays a road decal along a named path. The entity is the generator. Its children are the baked road_part decals.

Find placed ones in the Scene panel with s:road_generator. See Filter.

Where you put it

Add the script to an empty entity whose name follows the path, such as path_road_road_2. Path Name must match the path you already drew. The generator writes child entities named road_part.

What you set

Native panel. The opened roads store this order.

Panel field What to do with it
Path Name Path to follow. Hideout roads use road_2, road_4, road_5, road_6. The battle map uses path_test.
Decal Material Road decal. The hideout stores road_01. The battle map stores road_mud_02.
Width Decal width. Hideout stores 3. Battle map stores 2.
Height Decal height. Both store 3.
Mip Texture mip. Hideout road_2 stores 10. Later hideout roads store 4. Battle map stores 5.
Start Fadeout Fade at the start of the path. Hideout values are about 4 to 5.4. Battle map stores 25.
End Fadeout Fade at the end. Hideout values are about 4 to 5. Battle map stores 25.
Start Offset Shift along the path. Opened roads store 0.
Connection Path Name Other path this road joins. Opened roads leave it empty.
Connection Type How the join is made. Opened roads leave it empty.
Connection Node Node index for the join. Opened roads store an unset number, not a path name.
Connection Fade Fade at the join. Opened roads store an unset number.

What it does

The generator builds road_part children. Each child is a decal on Decal Material, locked for selection, with the width, height, and fade copied onto the decal. A material used here has to be a road decal.

Where it lives

Native script. No prefab stores the script. Placements are scene entities.

Examples

Dirt road through a hideout. SandBox\SceneObj\mountain_hideout_002. Entity path_road_road_2. Path Name road_2, material road_01, width 3, mip 10, start fade 5.4, end fade 4.7. Children are road_part decals. The same scene has road_4, road_5, and road_6 at mip 4.

Mud road on a battle map. Native\SceneObj\mp_battle_map_001. Entity path_road_path_test. Path Name path_test, material road_mud_02, width 2, mip 5, both fades 25.