Procedural road generator

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Procedural road generator

Post by GONNAFISTYA »

The CryEngine 2 toolset has something like this, but not as robust.

Clicky

Amazing and can greatly speed up work for those who have to create large, landscape levels.

Ask your programmer if the Procedural Road Generator is right for you.
^misantropia^
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Re: Procedural road generator

Post by ^misantropia^ »

Pretty neat stuff. Is that Houdini or TouchDesigner?
fKd
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Re: Procedural road generator

Post by fKd »

ok thats awesome
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Scourge
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Re: Procedural road generator

Post by Scourge »

Says Houdini 7.0 in the description.
obsidian
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Re: Procedural road generator

Post by obsidian »

Certainly awesome for a SimCity or Trackmania type game. Maybe not so much for your standard FPS game.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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mrd
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Re: Procedural road generator

Post by mrd »

Damn... that's rad.
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Hipshot
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Re: Procedural road generator

Post by Hipshot »

Yea, that is rad...
Wish I have that in SC4.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
jal_
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Re: Procedural road generator

Post by jal_ »

That's a game on its own. :)
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seremtan
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Re: Procedural road generator

Post by seremtan »

holy fuck
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