Thx, dude, I am developing a racing game with my friend, and we are very grateful that you explained everything in detail which helped our game a lot. This tutorial is awesome, pls keep bringing us awesome tutorials like this one.
BTW at 09:14 If you select the Segments, there's an option to specify a layer. You can set it to a landscape material layer and when you deform the landscape to the splines, it'll also auto paint the landscape with that layer.
But it still doesn't work properly if you're using an auto-material. It only blends the new "layer" at like 50% opacity, so if you're replacing grass with dirt under the road, you still end up with 50% grass and 50% dirt. The only way I've found to fix this completely is to just paint the "dirt" manually under the road. It sucks because that's basically "destructive" in an otherwise non-destructive work-flow.
If you create a remove foliage layer, you can click that once on a component of the landscape, and it will remove all the foliage that is not belonging to the landscape mat layer like road texture layer you use under the spline
Woooooow! Thanx for figuring the junction stuff out bro, absolutely awesome! The rest of the spline tool stuff I already knew, and also how to make bridges and stuff, but this junction tip is pure Gold. Again Thanx!!
Under the spline options you can find a tab called landscape Deformation. Under that you have Layer Name. Enter the name of the material layer you want to cover the ground under the road before you deform the terrain. To only paint just uncheck raise and lower terrain options before deforming.
@Extrone, jztz159, @Semmert . Thank you for this video! I've encountered a similar problem and I can't figure out how to remove the grass under the road except by hand and I have a lot of long roads. If you have a tip, I'll take it!
It would help if you explained the buttons you are pushing as you are pushing them. Step by step your instructions and isolate every step. Thank you tho, good vid
Good intersection tip! But.. using a mesh on a terrain is always a terrible Unity feeling I getm. Because you'll never have it literally stuck to the landscape itself.. using material projection with RVT is the way to go!
Awesome video man, Just having an issue with changing the road scale if I change it to 0.5 and then press play it disappears but if I change back to 1.0 it still disappears when pressing play, Any ideas?
I'm kinda doing that already, you can check out my last video for how to import the landscape and my next videos for sidewalks and streetsigns, I'll probably also do my next tutorials in the same level as my two newest vids
Thank you for posting. I'm not a developer, but would like to find someone who is, that would like to build a training area of roads, something like you have done. I would like to recreate a training compound much like the physical facility I used before I retired. While I like the ATS games hey don't have a separate component like this. I would like to have a standalone platform that would perform much like there systems. Do you do anything like this and if so can we talk?
Youre welcome, if you follow my landscape and road Tutorial on the vehicle template you should already have kind of what you’re looking for, as the car is prebuilt in UE. I’m also working on a small racing game for university that I might put on itch.io, but it’s more linear
Thanks for getting back to me. I appreciate your comments and what you posted, but as indicated I'm looking more for someone else to build the general layout and do with it what they want. I suppose it could be build as a game with different levels. I would just like to be able to move objects or add different trucks and have it available to do a show and tell presentation. Thanks again @@jztz159
Excellent! Please do city intersections.... 4 lane road segments... City sidewalks.... crosswalks... cobblestone lane... How decals work... You will be the UE5 RUclips road king!
Thank you for creating this tutorial. But why would you not just use materials available via QuixelBridge/Megascans rather than asking people to download custom textures? Would seem easier to do for a tutorial.
Youre welcome, the textures and their variations are crucial for the technique to work, you don’t have one asphalt texture with multiple line variations in Quixel as far as I know
Awesome video! I'm running into an error. Mapcheck generated error, /Game/X/Maps/Village.LandscapeSplineActor references an actor in a different runtime grid /Game/X/Maps/Village.Landscape. Can anyone help me figure out why this is happening?
Hi! Unrelated, but, did you manage to fix the landscape tiling on the rock texture from the auto-material? Because I tried to use that landscape auto-material, that you linked, and I have issues getting it to work...
i didnt have that issue, but try opening the material graph and navigating to the section called Triplanar Mapping Layer_1 you can now adjust the scalar parameter connected to the "Rock Texture Scale" socket to adjust the scale of the rock texture. You might have to navigate to the parent material first, if you are using a material instance.
I think they get tucked as a sub-object under the "landscape" in the outliner. Look for "landscape" in your outliner, then hit the little triangle next to it. Your spline actors should be the top objects there.
@@trinoxnz7324 no, I couldn't fix it, I just use the intersection mesh and dock the roads to them, but this is less convenient, in some cases it is necessary to create additional textures in Photoshop for each individual road mesh. If I find out how to remove the flicker, I will inform everyone here
Using the height texture should make this almost unnoticable because the „higher“ Pixel is Shown, instead of multiple Textures at once, causing the flickering.
It's a "co-planar" issue. Make sure you're using the pixel depth offset like he suggested, or move one of the meshes slightly lower or higher than the other (just a hair).
lol was?! Man kann Displacement in Pixel Depth Offset nutzen? Das wusste ich nicht, ist das dann so wie displacement in ue4? Und wieso nicht in world position offset?
ja, so wie ich es verstanden habe versetzt world position offset die einzelnen vertices eines meshes und pixel depth offset gibt den einzelnen pixeln eine "tiefe". ich glaube aber dass ist eher so pseudo displacement also du siehst von der seite nicht das "profil" des displacements wenn du verstehtst was ich meine. trotzdem ist es praktisch, weil der pixel depth offset auch zum einsatz kommt, wenn sich 2 oder mehrere objekte überschneiden, so sehen die Ränder natürlicher aus
Thx, dude, I am developing a racing game with my friend, and we are very grateful that you explained everything in detail which helped our game a lot. This tutorial is awesome, pls keep bringing us awesome tutorials like this one.
Youre welcome!
Litreally going through one of your tutorials and the newRoad_justline.fbx isnt in the downloand
@@jztz159
I've looked for tutorials like this and your sidewalk one for so long. Thank you. Thank you so much dude
Youre welcome! Glad i could help you!
BTW at 09:14 If you select the Segments, there's an option to specify a layer. You can set it to a landscape material layer and when you deform the landscape to the splines, it'll also auto paint the landscape with that layer.
thank you, thats very helpfull!
But it still doesn't work properly if you're using an auto-material. It only blends the new "layer" at like 50% opacity, so if you're replacing grass with dirt under the road, you still end up with 50% grass and 50% dirt. The only way I've found to fix this completely is to just paint the "dirt" manually under the road. It sucks because that's basically "destructive" in an otherwise non-destructive work-flow.
Thank you very much! You just gave me the answer i was looking for for several years
you´re welcome, glad i could help you!
You’re gonna be the UNREAL ENGINE MASTER. Here is another subscriber
thank you man
If you create a remove foliage layer, you can click that once on a component of the landscape, and it will remove all the foliage that is not belonging to the landscape mat layer like road texture layer you use under the spline
thanks for sharing this!
Hi Lars, can you elaborate how to do that or point me to a tutorial potentially out there that shows this?
Woooooow! Thanx for figuring the junction stuff out bro, absolutely awesome! The rest of the spline tool stuff I already knew, and also how to make bridges and stuff, but this junction tip is pure Gold. Again Thanx!!
You know what? This is exactly what I've been scratching my head about for the last two days. Bravo!
thanks, glad i could help you!
Thanks for showing how to do the intersections.
Merci beaucoup pour cette vidéo très claire et instructive avec même les assets fournis. C'est super. Vraiment utile pour construire des routes ^_^
you are a life saver, thank you so much, finally a good and free mesh
No Problem, next Tutorial will be about creating your own road mesh
Under the spline options you can find a tab called landscape Deformation. Under that you have Layer Name. Enter the name of the material layer you want to cover the ground under the road before you deform the terrain. To only paint just uncheck raise and lower terrain options before deforming.
Sweet road technique.
друг ты самый лучший, я так долго искал как сделать дорогу и не мог найти, а тут нашел ваше видео +1 подписчик 😇☺🤗
Thank you!
Awesome tutorial... thank you!
Good tips, thanks for the video! :)
Youre welcome!
Thank you Very much. Very useful
You are an awesome person, thanks for sharing your knowledge (and assets)!
@Extrone, jztz159, @Semmert . Thank you for this video! I've encountered a similar problem and I can't figure out how to remove the grass under the road except by hand and I have a lot of long roads. If you have a tip, I'll take it!
Possibly not the best option but definetely the easiest without 3d modeling thx for the tutorial
youre welcome!
Thanks for the tutorial, pretty easy to follow and understand.
Youre welcome!
So glad i found ur channel, u make it seem so smooth and easy in following the process. I’ve subscribed immediately! Do create more videos!! ❤️
Thank you! I'm very happy to hear that!
Sir u just earned yourself another subscriber
appreciate it sir!
very nice explain and tutorial .. thank u
Thanks youre welcome!
Hey mate, love ur vids. One thing I want to ask, how did u do ur landscape texture? Specifically ur grass?
Thanks, The landscape material I used can be found in the description :)
Thanks a lot for the tutorial, maybe another tutorial of how to paint the landscape with 3d objects ?
thanks for sharing the tip man
No Problem!
It would help if you explained the buttons you are pushing as you are pushing them. Step by step your instructions and isolate every step. Thank you tho, good vid
Great tutorial!
Excellent tutorial. Could we have a dedicated video on adding sidewalks please?
thank you, ill probably do that next!
@@jztz159 Really? That's brilliant thank you!
Nice trick!
Thanks!
anybody else getting tiny gaps in their splines? not sure why I can't get rid of them
That's pretty cool, I was wondering if you can also simulate road destruction or degregation within Unreal Engine.
Probably, but thats beyond my skillset
you must have a seam where the Roads come together because of the Normal map, right? Cant see it in the video
Good intersection tip! But.. using a mesh on a terrain is always a terrible Unity feeling I getm. Because you'll never have it literally stuck to the landscape itself.. using material projection with RVT is the way to go!
Thanks and thank you for the tip
@@jztz159 thank you, it was a great tutorial about itersections. I can use this with RVT so its great man.
Awesome video man, Just having an issue with changing the road scale if I change it to 0.5 and then press play it disappears but if I change back to 1.0 it still disappears when pressing play, Any ideas?
Nice video!. I learned a lot. I didn't know the "Only Selected" button actually pulls the terrain to the mesh. I thought it did it automatically.
thank you!
Any chance you can upload at least a 1080 version or higher for this and future tutorials? Makes it really hard to look at the details. Thanks!
Yes the newer tutorials go up to 1080, sorry for the inconvenience :)
Please Make a series on tutorial like making a project from scratch
I'm kinda doing that already, you can check out my last video for how to import the landscape and my next videos for sidewalks and streetsigns, I'll probably also do my next tutorials in the same level as my two newest vids
Hi where is the last tutorial where you created the world in this tutorial
You earned a subscriber, Thank you 🙏
youre welcome! thank you!
are you using nanite for the bushes on the ground?
Thank you for posting. I'm not a developer, but would like to find someone who is, that would like to build a training area of roads, something like you have done. I would like to recreate a training compound much like the physical facility I used before I retired. While I like the ATS games hey don't have a separate component like this. I would like to have a standalone platform that would perform much like there systems. Do you do anything like this and if so can we talk?
Youre welcome, if you follow my landscape and road Tutorial on the vehicle template you should already have kind of what you’re looking for, as the car is prebuilt in UE. I’m also working on a small racing game for university that I might put on itch.io, but it’s more linear
Thanks for getting back to me. I appreciate your comments and what you posted, but as indicated I'm looking more for someone else to build the general layout and do with it what they want. I suppose it could be build as a game with different levels. I would just like to be able to move objects or add different trucks and have it available to do a show and tell presentation. Thanks again @@jztz159
What about if I want to make roads in a city?
I love it man ❤❤❤❤❤❤
♥️
Excellent! Please do city intersections.... 4 lane road segments... City sidewalks.... crosswalks... cobblestone lane... How decals work... You will be the UE5 RUclips road king!
Thank you!
Sorry how to create corners???
i cannot remove all bushes from my streets...
some of them i cannot overpaint like you showed or delete like the trees...
Thank you for creating this tutorial. But why would you not just use materials available via QuixelBridge/Megascans rather than asking people to download custom textures? Would seem easier to do for a tutorial.
Youre welcome, the textures and their variations are crucial for the technique to work, you don’t have one asphalt texture with multiple line variations in Quixel as far as I know
What about the crossroads they are difficult to make
If you mean pedestrian crossings, you can add them as a decal
Awesome video!
I'm running into an error. Mapcheck generated error, /Game/X/Maps/Village.LandscapeSplineActor references an actor in a different runtime grid /Game/X/Maps/Village.Landscape. Can anyone help me figure out why this is happening?
Thanks, at what Point in the process did you encounter this error?
Hi! Unrelated, but, did you manage to fix the landscape tiling on the rock texture from the auto-material? Because I tried to use that landscape auto-material, that you linked, and I have issues getting it to work...
i didnt have that issue, but try opening the material graph and navigating to the section called Triplanar Mapping Layer_1 you can now adjust the scalar parameter connected to the "Rock Texture Scale" socket to adjust the scale of the rock texture. You might have to navigate to the parent material first, if you are using a material instance.
My road is still glossy after that multiplier? Could you help
try a scalar parameter with the value 1 and plug it in to roughness.
Hi friend, How can I merge splines in different landscapes?
honestly i dont know if thats even possible :/
In my case the spline just gets disappeared whenever I click on play in level editor for preview any fixes?
Save your level first. It's an issue with Unreal. Nothing else behaves this way (that I've found) outside of these spine actors.
How do you get the LandscapeSplineActors to show up in the outliner?
They should show up automatically, maybe Check if you are in cinematic viewport
I think they get tucked as a sub-object under the "landscape" in the outliner. Look for "landscape" in your outliner, then hit the little triangle next to it. Your spline actors should be the top objects there.
i hate ue 5 tutorials that only go up to 720p i can berly read the text :(
Why the grass is soo dark ?
I have when roads intersect at the same height, the textures layer on top of each other and they start to flicker. How do I fix this?
Did you fix this? i have the same issue
@@trinoxnz7324 no, I couldn't fix it, I just use the intersection mesh and dock the roads to them, but this is less convenient, in some cases it is necessary to create additional textures in Photoshop for each individual road mesh. If I find out how to remove the flicker, I will inform everyone here
Using the height texture should make this almost unnoticable because the „higher“ Pixel is Shown, instead of multiple Textures at once, causing the flickering.
@@jztz159 yes, exactly, thank you!
It's a "co-planar" issue. Make sure you're using the pixel depth offset like he suggested, or move one of the meshes slightly lower or higher than the other (just a hair).
Do you have more videos lik this
Working on it ☝️
lol was?! Man kann Displacement in Pixel Depth Offset nutzen? Das wusste ich nicht, ist das dann so wie displacement in ue4? Und wieso nicht in world position offset?
ja, so wie ich es verstanden habe versetzt world position offset die einzelnen vertices eines meshes und pixel depth offset gibt den einzelnen pixeln eine "tiefe". ich glaube aber dass ist eher so pseudo displacement also du siehst von der seite nicht das "profil" des displacements wenn du verstehtst was ich meine. trotzdem ist es praktisch, weil der pixel depth offset auch zum einsatz kommt, wenn sich 2 oder mehrere objekte überschneiden, so sehen die Ränder natürlicher aus
Ah ja, das macht Sinn. Muss ich öfter verwenden haha Thanks für den Tipp/Trick! :D
the FREE Landscape Auto Material link give a 404 error
thanks for telling me, i fixed it now :)
@@jztz159 cool
thanks again
oh men ! you tell junior to bring images without converting them ?"
I dont Know exactly what you mean but the tutorial is mainly to show the technique and, personally, i have never encountered any issues with jpegs
So where is the layer at that helps me clear the plants from the road as switch that fast you literally made zero sense!
Rude
Bro, du bist doch Deutsch oder nicht?
Ja 🙃
dooon't do this 😢
Hi can you give me discord name please?