Excellent info, learned about the S key for snapping and the multi spline auto snap- will definitely be handy and save time. Thank you & keep up the great work.
Why are cars aka ... AI traffic so indestructible ? If you accidently run into them the knock you to kingdom come ! In that respect I wish we had a little more realism in wrecks in the game. Learning a lot from you thanks for sharing these vids !
That's a new "updated" feature in the 9.0.4 version of GE. Absolutely worthless if you ask me. Just press "R" to reverse the spline whenever you work in a different direction. The problem you are describing is only on the "E" side. This can explain a little more ruclips.net/video/E3X8oJLq26Q/видео.html
Can't get the splines to connect no matter what. Trying to use the ai spline for the back roads of Alma in order to have traffic there, but no luck at all. What could be wrong?
My suggestion would be to watch or re-watch the video you commented on, all of your answers are in there - it spells it all out for you. As you'll see in the video, the "O" key did exactly what it was supposed to - that's how you open/close a spline. As I mentioned in my earlier post and also in the video, you cannot physically join two splines together, only overlay two control vertexes, and you can only do this at the ends up the spline. There is also something called "stitching" and I explain how to do that in the video. It's all rather easy, but you really do need to watch the video to learn.
Do you mean for the spline itself? Currently, not that I know of - you would have to run the spline again. I was working on a script to be able to split a spline at a designated point, but it's not complete. The start and end point shouldn't matter. What is the reason you need to move them? Now, the start/end points of the train loop itself - those can be moved around. Not the spline, just what the train considers to be the start/end of its run.
@@bauerbrown I stupidly put the start and end spline point in the middle of my map so when i did the driving range points i couldn't enter my train, but i slowly redid my spline points so that they were on the outside, pity you can't just pick a point and then set as start or end, anyhoo thx for reply, all sorted.
@@Nero_1069 Interesting. I'll have to test that out. I would think that it doesn't matter where the start/end points of the spline are, as long as it's a closed loop. The only thing the train should worry about is the direction of the spline itself. In your traffic system, you literally have hundreds of start/end point all over the place and the traffic doesn't care one bit as long as everything is overlapping correctly. The train system should be no different. Anyhow, Glad you got it all sorted out!!
@@bauerbrown yeah, ill have another look to, the train worked fine, i just couldn't get in it until i moved the start/end point outside. I think farmer bob mentions it in a video.
Awesome Video, thanks for the Tutorial. I have a Question though .... I did Traffic Splines from scratch on a Map i'm working on for Fun and everything works great except that when i go in the Game to test everything out i can actually see the Spline Line (continuous white line) on my Roads so the Question is: Why is that happening ? (i've must have done something wrong for sure, or i'm missing something) Bauer Brown or any other Pro Modder can Help Me with and answer/solution would be greatly appreciated !
Good question! Technically, yes ... you can. Unfortunately it doesn't work in quite the manner that I suspect you might be thinking (or hoping) it does. The answer to this would depend on exactly what you have in mind. If you mean like a "road kit" type prefab, you could pull it off with straight lengths of road on a flat surface and still have it look good. Other scenarios involve other programs like Spline Street Constructor or Blender and then importing the road back into GE. Both of these methods require a healthy level of technical understanding and know-how. If you can elaborate a bit more about what you are looking to do, perhaps I could help a bit more. Spline Street Constructor is most likely what you have in mind. I don't have a video on it just yet, but if you stick around I will have one completed sometime in the not-so-distant future.
Not quite correct, but there was definitely an issue with the audio and this was the most that could be salvaged given the circumstances at the time without scrapping the entire video. However, I suppose you may be correct in the respect that to the untrained ear, novice audiophile, or the average uninformed YT subscriber, it may sound like "the most unprocessed mic they ever heard."
Excellent info, learned about the S key for snapping and the multi spline auto snap- will definitely be handy and save time. Thank you & keep up the great work.
Bauer, the best wishes for 2023. :)
Thank you! I hope this is a great year for us ALL!
Why are cars aka ... AI traffic so indestructible ? If you accidently run into them the knock you to kingdom come ! In that respect I wish we had a little more realism in wrecks in the game. Learning a lot from you thanks for sharing these vids !
They're still using an archaic collision system they borrowed from Atari! Maybe one of these releases it will get updated.
Bauer, thank you for the tutorials, when I press insert to add a vertex it stops the "end" and the spline keeps going passed it. Any advice?
That's a new "updated" feature in the 9.0.4 version of GE. Absolutely worthless if you ask me. Just press "R" to reverse the spline whenever you work in a different direction. The problem you are describing is only on the "E" side. This can explain a little more ruclips.net/video/E3X8oJLq26Q/видео.html
@@bauerbrown you're the best, thank you.
Can't get the splines to connect no matter what. Trying to use the ai spline for the back roads of Alma in order to have traffic there, but no luck at all. What could be wrong?
The splines don't actually connect, they just overlap. The only connection you can make is to open/close the spline by using the "O" key.
@@bauerbrown will try that.
@@bauerbrown this one also has 0 effect, it just connect the spline itself and do a loop or something. I want to connect/stich 2 different splines.
My suggestion would be to watch or re-watch the video you commented on, all of your answers are in there - it spells it all out for you. As you'll see in the video, the "O" key did exactly what it was supposed to - that's how you open/close a spline. As I mentioned in my earlier post and also in the video, you cannot physically join two splines together, only overlay two control vertexes, and you can only do this at the ends up the spline. There is also something called "stitching" and I explain how to do that in the video. It's all rather easy, but you really do need to watch the video to learn.
Yo BB, is it possible to relocate the start and end point on an existing train loop?
Do you mean for the spline itself? Currently, not that I know of - you would have to run the spline again. I was working on a script to be able to split a spline at a designated point, but it's not complete. The start and end point shouldn't matter. What is the reason you need to move them?
Now, the start/end points of the train loop itself - those can be moved around. Not the spline, just what the train considers to be the start/end of its run.
@@bauerbrown I stupidly put the start and end spline point in the middle of my map so when i did the driving range points i couldn't enter my train, but i slowly redid my spline points so that they were on the outside, pity you can't just pick a point and then set as start or end, anyhoo thx for reply, all sorted.
@@Nero_1069 Interesting. I'll have to test that out. I would think that it doesn't matter where the start/end points of the spline are, as long as it's a closed loop. The only thing the train should worry about is the direction of the spline itself. In your traffic system, you literally have hundreds of start/end point all over the place and the traffic doesn't care one bit as long as everything is overlapping correctly. The train system should be no different. Anyhow, Glad you got it all sorted out!!
@@bauerbrown yeah, ill have another look to, the train worked fine, i just couldn't get in it until i moved the start/end point outside. I think farmer bob mentions it in a video.
Awesome Video, thanks for the Tutorial. I have a Question though .... I did Traffic Splines from scratch on a Map i'm working on for Fun and everything works great except that when i go in the Game to test everything out i can actually see the Spline Line (continuous white line) on my Roads so the Question is: Why is that happening ?
(i've must have done something wrong for sure, or i'm missing something)
Bauer Brown or any other Pro Modder can Help Me with and answer/solution would be greatly appreciated !
In GE, you must hide the spline with either CNTRL+H, or checking the "visibility" box in attributes panel for the spline.
@@bauerbrown Thanks a lot, figured it out 10 min after i posted the Comment :))
Hi I’m new to giants editor can u make the roads follow the spline
Good question! Technically, yes ... you can. Unfortunately it doesn't work in quite the manner that I suspect you might be thinking (or hoping) it does. The answer to this would depend on exactly what you have in mind. If you mean like a "road kit" type prefab, you could pull it off with straight lengths of road on a flat surface and still have it look good. Other scenarios involve other programs like Spline Street Constructor or Blender and then importing the road back into GE. Both of these methods require a healthy level of technical understanding and know-how. If you can elaborate a bit more about what you are looking to do, perhaps I could help a bit more. Spline Street Constructor is most likely what you have in mind. I don't have a video on it just yet, but if you stick around I will have one completed sometime in the not-so-distant future.
the most unprocessed mic i have ever heard - my ears
Not quite correct, but there was definitely an issue with the audio and this was the most that could be salvaged given the circumstances at the time without scrapping the entire video. However, I suppose you may be correct in the respect that to the untrained ear, novice audiophile, or the average uninformed YT subscriber, it may sound like "the most unprocessed mic they ever heard."