9:10 - It's a vector. Vectors have vertices with a position, a direction, and magnitude. Those points on the mesh are vertices in the vector that creates that shape. So with the square, it takes 4 evenly spaced vertices and creates a smooth curve between them. Since they're all equally distanced from each other, that curve ends up being a circle. But after moving it into the hexagon, the new vertices are no longer equally spaced, and so the smooth curves that get drawn between them are no longer even.
All the people crying about how the path tool somehow "isn't as good as pc1" just need to watch this. I've been using long narrow 4m strips to replace the red rope barriers we lost. Super powerful editor, best I've used in a game.
The Path system in planco2 is far superior HOWEVER it is HORRIBLE to just build a damn simple path. They need to have both options. The "classic path" tool, does not behave like the classic path tool. You also always need room for newer and inexperienced player. If I need to watch multiple pathing tutorials - that can't be right man.
@@flaffstar_99 huh? You just hold shift to raise or lower it and it gives you a little bar that shows how high or low the path is. It’s far easier than it was in Planco 1. Terrain and paths didn’t play together at all in that game
This is so neat! I'm not a master builder or anything, but I did find myself missing the old paths in PlanCo 1. After seeing this series of videos, now I'm convinced that PlanCo 2 is way more advanced than ever
It is astonishing how similar this is to a vector drawing program. I would recommend getting a drawing program like Inkscape (an open source vector graphics editor) and dragging some shapes around for a bit, the main difference would be the tails on each shape are visible so you can understand how lines and their vertices actually change as you pull them around. In any case his is some amazing work!
So the only problem with the pathing is it is not user friendly for those that are not skilled with “design” tools like this. PC1 was user friendly but was no where near as flexible. It doesn’t help that the *classic* path system doesn’t work as smoothly as it did in PC1 either. Anyway, I work with 3-D modeling programs and I found the path system in PC2 a little frustrating at first because it’s not as simple as PC1 and the controls seem to take me longer to create some paths. So it doesn’t surprise me that people complain about the pathing system. However, both of these advanced path videos have been fantastic and anyone that are having a problem with the pathing system really need to watch these and take notes because it does make path a little bit easier.
horrific flashbacks to hard surface modelling and boolean operations 😂 i knew intuitively this was why stamping circles was annoying but didn't make this exact link in my head until you showed it here. was rather hoping you were going to demonstrate how you made the path pixel thingy
oh man, boolean operations were always so sketchy - haha. The path pixel is just a very carefully cut piece (10cm by 10cm) and then stacked in rows with a border around it.
@@tagi3d very smart to create a boundary loop around the mesh, like preserving shaping in sub-d or something. and good to know! i guess it just generates the smaller kerb when the path mesh is super tiny?
@@mineraljunction yep was a happy accident from the experiments.. and is very handy cause I was trying everything to make the hole small enough for tiny posts etc.
I feel like a noob, I just used trahs bins 😁😁😁 I love this game so much, all these videos about all these crazy things you can do, even with the most hated path tool, ty for this video!
Awesome work! Thank you soo much! Maybe you can also trick the game to remove the curbs? I'm struggling with this. Hope they give us an option in a future update.
@07:19 can I know what shortcut did you use to duplicate the piece while it's selected? also thank you for this! i've been using the sunken bench method but this is way better
I appreciate the work around but again, the fact that frontier didn’t come into this knowing that having peeps walk through scenery was stupid, kinda makes you wonder what were they thinking about instead?
Pools would be good but I can't think how... Made the pixels by moving and shaping a smaller and smaller piece 10 x 10 cm. then duplicating and aligning in a grid. And then, importantly putting a boundary around it to maintain integrity
Why do some ppl get so pissy on behalf of game devs just cause a peceptive large group of ppl are having trouble with the pathing system?? Congrats it was intuitive for you, but people are different. Get over it or help them. Quit being a tool
You are having such a positive impact on this game. Keep it up!
Why thanks! So many in this community doing amazing things
9:10 - It's a vector. Vectors have vertices with a position, a direction, and magnitude.
Those points on the mesh are vertices in the vector that creates that shape. So with the square, it takes 4 evenly spaced vertices and creates a smooth curve between them. Since they're all equally distanced from each other, that curve ends up being a circle. But after moving it into the hexagon, the new vertices are no longer equally spaced, and so the smooth curves that get drawn between them are no longer even.
Great way to explain it!
All the people crying about how the path tool somehow "isn't as good as pc1" just need to watch this. I've been using long narrow 4m strips to replace the red rope barriers we lost. Super powerful editor, best I've used in a game.
People just don’t like change. The pathing system is so so much better than Planco 1. Though I do wish we had an easier way to do queue cattle pens.
The Path system in planco2 is far superior HOWEVER it is HORRIBLE to just build a damn simple path. They need to have both options. The "classic path" tool, does not behave like the classic path tool.
You also always need room for newer and inexperienced player. If I need to watch multiple pathing tutorials - that can't be right man.
@ what do you mean? Building standard paths is incredibly easy.
@@slipknottin no it isn't. All the options with the terrain, making slopes at a certain angle etc. are extremely frustrating.
@@flaffstar_99 huh? You just hold shift to raise or lower it and it gives you a little bar that shows how high or low the path is. It’s far easier than it was in Planco 1. Terrain and paths didn’t play together at all in that game
This is so neat! I'm not a master builder or anything, but I did find myself missing the old paths in PlanCo 1. After seeing this series of videos, now I'm convinced that PlanCo 2 is way more advanced than ever
Thanks! Yeah takes a bit of getting used to but the possibilities are far greater now.
hero.
@@RudiRennkamel back at you!
I said it before, and I'll say it again, you're a freaking genius!! Thank you, thank you, thank you!!!!! 💜💜💜
😳
Oh this is going to be fire
Welcome back legend
This is absolutely crazy... all the stuff i've learned when studying 3D coming back to life and I'm rediscovering that knowledge thanks to you! :D
Been on a similar journey here myself!
i feel like i learned so much, please keep it up! love the details and everything about it!!
Appreciate this. Glad it’s helping!
Your videos are fantastic dude, thanks for figuring this all out for us!
Glad you like them!
The fact that we have to do this sucks, but it's still an awesome idea. Thank you! Hopefully this will be fixed with the December update
Me 2. So much potential with a few quality of life fixes
It is astonishing how similar this is to a vector drawing program. I would recommend getting a drawing program like Inkscape (an open source vector graphics editor) and dragging some shapes around for a bit, the main difference would be the tails on each shape are visible so you can understand how lines and their vertices actually change as you pull them around. In any case his is some amazing work!
Yep bezier curves, boolean operations etc. it’s basically figma/illustrator in a game
What a game changer. Thanks for making this!
My pleasure. Thanks for watching
So the only problem with the pathing is it is not user friendly for those that are not skilled with “design” tools like this. PC1 was user friendly but was no where near as flexible. It doesn’t help that the *classic* path system doesn’t work as smoothly as it did in PC1 either.
Anyway, I work with 3-D modeling programs and I found the path system in PC2 a little frustrating at first because it’s not as simple as PC1 and the controls seem to take me longer to create some paths. So it doesn’t surprise me that people complain about the pathing system.
However, both of these advanced path videos have been fantastic and anyone that are having a problem with the pathing system really need to watch these and take notes because it does make path a little bit easier.
Great info. Thanks. Best of luck with the channel.
Caught you on episode 3 I think. Mind blown! Subscribing and searching for the last 2 😁
Welcome along and thank you!
@tagi3d jonti @geekism just have to a shout out👍
horrific flashbacks to hard surface modelling and boolean operations 😂 i knew intuitively this was why stamping circles was annoying but didn't make this exact link in my head until you showed it here. was rather hoping you were going to demonstrate how you made the path pixel thingy
oh man, boolean operations were always so sketchy - haha. The path pixel is just a very carefully cut piece (10cm by 10cm) and then stacked in rows with a border around it.
@@tagi3d very smart to create a boundary loop around the mesh, like preserving shaping in sub-d or something. and good to know! i guess it just generates the smaller kerb when the path mesh is super tiny?
Do a 3 player chess board
@@mineraljunction yep was a happy accident from the experiments.. and is very handy cause I was trying everything to make the hole small enough for tiny posts etc.
Nice very useful thanks for making it. Little tip, u can ctrl+d to duplicate something in Move mode.
This is so clever. I don’t even have the game yet (I’ll be buying it for myself for Xmas!) but I am devouring videos like this. Genius!
You’re gonna love it, and a few hot releases and patches by then!
I'm considering buying it for Christmas too. Not 100% sure though.These videos DO Help me decide :)
Frontier should let you select an area on the path you can’t walk
Would be cool if you could paint like the staff zones
@ agreed. Not sure why this wasn’t included
I feel like a noob, I just used trahs bins 😁😁😁 I love this game so much, all these videos about all these crazy things you can do, even with the most hated path tool, ty for this video!
Haha - bins can work but your scenery will be trash magnets. Ty too
Very useful as always
I’d be interested to learn how you got the path pixels so small if you’d be willing to make a tutorial ever.
Cut or move path pieces to create a tiny piece.. Then its duplicate and alignment. Snap tool helps with initial alignment etc
Game changing stuff mate
The tension is probably because they are using bezier curves for the edges of the paths.
Yeah that's right. Vector based / Bezier curves...
Awesome work! Thank you soo much!
Maybe you can also trick the game to remove the curbs? I'm struggling with this. Hope they give us an option in a future update.
No option that i can see yet. You can adjoin nature paths to regular paths to give the effect of no kerbs, but then guests will walk there too
You're a wizard tagi
This is a great find!
absolutely incredible!!
Wow this is a game changer, thank you!!
Glad it was helpful!
I don't understand why Frontier didn't include collision detection in the game in the first place.
Because you don’t want it that way. You want to be able to pick and choose what things guests can walk through.
@@slipknottin That makes sense, but even that isn't an option in the current game.
Some small invisible items would have been handy
@@slipknottin why not put toogle on and off per pc? Default is off
@@tagi3d we had the barriers in Planco 1 that worked great. I’d assume they will add those (and fix the ones already in Planco 2) at some point soon
Great job mate
Liked and Subscribed! Great video!
Thanks so much for the sub!
Thanks a lot!!
@07:19 can I know what shortcut did you use to duplicate the piece while it's selected? also thank you for this! i've been using the sunken bench method but this is way better
Alt+x i think after selecting it
I appreciate the work around but again, the fact that frontier didn’t come into this knowing that having peeps walk through scenery was stupid, kinda makes you wonder what were they thinking about instead?
Yeah I think they were rushing the game out the door. It's a huge game with huge potential.
Which pieces did you use for the chess pieces?
Mostly art shapes and 3d fonts.
@@tagi3d Very well done! Now throw them on the workshop or I call the cops
already there. Included in the path pixel code. See description.
@@tagi3d Epic!
Thanks for the tutorials, I found you Thanks to Rudi rennkamel
Big fan of Rudi. Was so nice of him to give a shout out!
@tagi3d well he was right to do so
Imagine if you could do this with pools....
How did you make the path pixels?
Pools would be good but I can't think how...
Made the pixels by moving and shaping a smaller and smaller piece 10 x 10 cm. then duplicating and aligning in a grid. And then, importantly putting a boundary around it to maintain integrity
Where the heck did you get chess pieces?!
haha - I made them! .. from art shape scenery items and 3d text bits
@@tagi3d that is epic great job
This is too complicated for a video game novice... And I love pc1.
I can understand that… but it’s optional, and i think that’s great for those who want it.
Hmm, they avoid the pieces, but walk thru each other lol
Haha true. I guess the ai pathfinder can only do so much with groups
@@tagi3d True!
Why do some ppl get so pissy on behalf of game devs just cause a peceptive large group of ppl are having trouble with the pathing system??
Congrats it was intuitive for you, but people are different. Get over it or help them. Quit being a tool