I am a small-scale dev who has a passion for making roads and driving-related things on Roblox Studio. I am currently working on a driving game and I am attempting to establish myself as a professional developer with intent of getting my game to the front page one day.
I currently use the plugin Archimedes Two to curve my roads. However, it looks like this plugin isn’t ideal for making realistic roads because the curves are created relative to the source model/part, which means they are always on a local axis. This presents a huge problem when I make a winding road that curves on two axes (for example, Y and Z), as a prominent horizontal tilt becomes noticeable as I create more segments. This isn’t really a glitch, but a result of logical mathematical outcomes due to the way the plugin is scripted. In some circumstances this is fine and ideal (and I’d say in most cases it is) but in my case, where I’m trying to create roads, it’s a giant issue.
Unfortunately, the plugin doesn’t seem to have an option to create curves relative to the world axis (as if you were manually making curves by duplicating parts) instead of the source model/part’s orientation, so I have no idea what to do. I’ve been searching for alternative ways to create roads to no avail.
Does anyone know if there is any other plugin that I can use to supplement what I’m currently using, but instead of curving on a local axis it does it on the world axis? Is it possible to modify the plugin to use the world axis, and if so, how could this be done? This is really stressing me out, so I appreciate all help!
What do you mean by world axis? Please elaborate on your problem and provide pictures if possible. I avoid using Archimedes for roads because it causes alignment issues, so I just use Resize Align (making it manually as you said). Although this is a bit more tedious, you have more control over the organicness of your roads’ shapes.
AFAIK, it’s impossible to make roads that curve on more than two axes because parts cant bend. If you are looking to create something like this, make several road segments in Blender:
Alternatively, (although it is more part-intensive, you could use Atrazine’s terrain plugin to create curves on multiple axes:
Apologies if I didn’t make my problem clear enough. I can’t really describe it with the proper terms.
Essentially, I want to create Ultimate Driving-esque roads, in which all the curves maintain a horizontal axis of 0 while appearing to curve on multiple axes - for example, a winding road with many turns that also goes up and down. I cannot achieve this with Archimedes, as it only works taking into account the positional logic of the model/part you are using instead of the world.
So, for example, when I make a road go down and then curve it towards the right, it will tilt horizontally towards the left, and this tilt will become more prominent as I create more segments. This is an issue for me, because I will eventually have to remedy this problem somehow, and make the road horizontally flat again. My current method for fixing this is to use GapFill once I’ve finished a winding road part, but this really isn’t ideal, because half the time GapFill errors, the other parts in my road (such as markings) don’t match up with the main connection, and it’s just inconvenient in general.
So I need to achieve curved roads that always maintain a consistent horizontal orientation of 0. I can do this with manually making the curves and using the World Space option, but this would be far too tedious considering I am working on large maps and not just something small - it would push behind progress by many months!
For me, the best option would be to use a tool that is like Archimedes, but maintains a horizontal orientation of 0 - basically as if you were making the roads manually but in an “automatic” manner, which would give a result like the roads in Ultimate Driving. Unfortunately, I have not been able to find a tool that works like this so far.
Had this exact same problem last year when I still did development stuff and unfortunately never found a fix to it. Since Archimedes isn’t really made for roads specifically I don’t think there’s much you can do. There are plugins created in-house by the “big” driving universes (read: UD) but those are private.
Your best bet is probably just to make the roads with Archimedes and manually edit the positioning.