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Specialization project - Procedural road system / Graduation project -


Xims

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The two following videos are the work I did for my specialization and graduation project

The first is the specialization project I created in 15 weeks.

The tool uses curves to create roads, crossings, tunnels and bridges on an environment mesh provided by the user to create the road on.

It flattens the environment to allow for a smooth road deck like in real life.

each curve can be set to a different type of road.

The tool creates normal crossings, T intersections and link two road ends together.

If the environment is to steep it will generate a tunnel and will generate bridges over gaps.

When approaching an intersection road signs are placed and traffic lights are placed at the correct positions.

At this point the system is setup with three different roads.

But more types can be added.

Everything is exported to cry engine.

From start to finish (in the cry engine) takes around 30 minutes.

The second is the graduation project I created in 10 weeks.

It allows the creation of a level with meshes provided by the user.

The user can draw out floor plans and draw corridors with curves and adjust them to.

Each room can load their own models.

attaching rooms can be added to main rooms, doors and windows can be placed and adjusted.

Corridors are also created using meshes provided by the user.

they are copied over the curve and adjusted to result in a closed mesh .

With a custom python exporter everything was exported to UDK including light positions

Everything that can be referenced is exported as a reference and the rest is split by type and texture and exported separately.

The level in the video is around 3 million polygons

Mark Knoop

Markknoop3d@gmail.com

Edited by Xims
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Nice work, I like your road network you did for your specialization.

The level generator takes a different approach from mine, in that it doesn't follow game-play rules.

But for interior level environment generation it is a good first step.

And the fact that you wrote your own exporter is of course very impressive as well.

Again congratulations on passing your exam.

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nice work Mark :)

I like the road system.

Your graduation project is somewhat similar to Erwin's, but nice nonetheless.

the spiral stairs are a tad steep though :P

yes I found out he did something similar around a week before his presentation (we go to the same school).

usually we work an entire year on the same project, but when i did my specialisation i wanted to do something different, because I felt It would end up looking allot like the one Freek made (on the second page procedural envirement)

Didn`t know Erwin was already working on a level generator for his specialisation :unsure::D

the spiral stair is a bit steep, should have fixed it by using bigger tiles, but you can still get up them in UDK.

Nice work, I like your road network you did for your specialization.

The level generator takes a different approach from mine, in that it doesn't follow game-play rules.

But for interior level environment generation it is a good first step.

And the fact that you wrote your own exporter is of course very impressive as well.

Again congratulations on passing your exam.

Thanks Erwin.

you to congrads on passing your exam.

Yea it`s a start,it still needs work.

It was really a shame i could only spend 10 weeks on it, but I'm still working on it to make it better and working out a better exporter for UDK so i can export everything needed for gameplay.

When the exporter is perfect i'm thinking of putting in online for people who want to use it.

Unles someone else puts his online first.

I think Jan is planning on putting his online some day :P

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(we go to the same school).

I know, I also was at the presentation :P.

We talked earlier that day in the Teachers office ;)

I did not know about you writing your own exporter, that does make it extra nice,

and too bad you couldn't spend the total of 20 weeks on the project :/

Edited by acey195
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Nice work! Is there any possibility of sharing your workflow between Houdini and CryEngine?

The way I did it for my specialization is exporting everything into pieces this was then imported into Maya and for each mesh the pivot was aligned to a grid as close as possible to the mesh. with a script.

Then everything was exported with the CryEngine exporter.

These where then imported into the CryEngine and placed using the same grid size by snapping to the grid points.

This worked at the time because I was not familiar enough with Houdini yet. The problem with this way of working is that you get artifacts in the CryEngine the farther away you get from the object origin.

You can see it in the video if you look closely.

What I'm working on now is a custom exporter that will create a .cry file

The mesh will be cut up into smaller pieces and exporter to 3DSmax or Maya (No Cry engine exporter for Houdini yet L). And then everything is exported centered on the world origin.

The information for placement is then exported to the .cry file in Houdini.

When the file is opened everything will be places at the correct locations.

At this point I also export the environment as a mesh but I’m hoping to change that in the future that I only have to export a height map.

I hope that made any sense.

When I finish the exporter for the CryEngine (and for UDK) I’ll probably post it online .

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  • 11 months later...
  • 2 weeks later...

Do you have this procedural road as unique mesh?

 

I think the best approach is to use pre-defined pieces for different types of the road and combine them together as a instances.

 

This will let you to save a lot of memory and will let you to stream your road by easy way.

 

I would really advise you to take a closer look to road system on GTA5 - how road connections made, tiles, texturing etc. This is the best game reference at this moment.

 

Good luck!

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