Small change - you should be scaling markings up from the road surface by 0.02 0.01 will still result in z-fighting (from a distance), 0.02 allows it to remain low and not have any z-fighting at all. this allows for better visuals :D
for the road lining i would recomend putting it on top of the road and make it falt so cars dont collide with it and its better when the line is same material as the road for realisim.
Hey man I’m trying to do a game like this for a real life town located in the Colorado Rocky’s calls Estes park and I don’t want it to be to laggy and I’m really liking the skybox do u know the name of the plugin? I am a new builder but I’m making all the buildings my self but the trees Also how the heck do those power lines look so good??? Did u make those???? They look wonderful Also the sky and the scene looks great keep up the work I subbed
This is a good, easy way of making roads, but you can narrow it down to one part using PBR's, and then add a few planes to add damage to the roads using other PBR images. Still, nothing wrong with using this :D
The trees are from 'Synty Nature Pack' made by Roblox. You can get it from Toolbox. The grass was made by me using the Terrain Editor. You can access the Terrain Editor by opening the HOME or VIEW tab at the top of the screen.
Unfortunately, I can't help you with this because I've never made realistic trees in Roblox Studio. The trees in the video are from the 'Synty Nature Pack' created by Roblox. You can get this pack from the toolbox. I hope I helped at least a little.
This is true, but creating road lines using parts is much easier and thanks to them you can make more complicated roads, turns, etc. I think it also depends on the type of game. Simulators and tycoons are more low poly, and car games, for example, have extensive road and highway systems that require more detail. Still, thanks for your advice.
@@peter8games the game being a car game is even more of a reason to have the lines as decals, you have more freedom with decals as well, trust. Having them as parts brings up the triangle count. It’s your goal to make the tri count as low as you possibly can to reduce lag. The cars themselves have LOTS of triangles so optimizing your map as much as possible (even changing the road lines to textures) will help a lot performance wise. Also, since there’s going to be lots of turns and stuff, it’s going to bring up the part count a lot. You may think it might not matter but any chance you can get to optimize, take it.
@@Hyperlon Hmm, I think you're right. Changing parts to textures can reduce the number of parts by several hundred or even several thousand. Thanks for changing my mind about this 👍
Part count really doesn't matter too much anymore, it hasn't for a few years as long as your smart about collisions and culling shadows then your fine and when we get access to occlusion culling it really wont matter. (You could even make your own system or use Streaming) While images may be better here do be careful with transparency as that can be just as bad or worse if used incorrectly and please do not use decals they are outdated and very unoptimized (high drawcalls), personally I'm just gonna be waiting for EditableMeshes and Images for roads.
Small change - you should be scaling markings up from the road surface by 0.02
0.01 will still result in z-fighting (from a distance), 0.02 allows it to remain low and not have any z-fighting at all.
this allows for better visuals :D
This video feels so old yet so new 😭 the music, the large text, the clarity, yet it still somehow feels new 👍 very nice tutorial
Love that plugin
for the road lining i would recomend putting it on top of the road and make it falt so cars dont collide with it and its better when the line is same material as the road for realisim.
Hey man I’m trying to do a game like this for a real life town located in the Colorado Rocky’s calls Estes park and I don’t want it to be to laggy and I’m really liking the skybox do u know the name of the plugin?
I am a new builder but I’m making all the buildings my self but the trees
Also how the heck do those power lines look so good??? Did u make those???? They look wonderful
Also the sky and the scene looks great keep up the work I subbed
That game sounds cool btw he said the name of the plugin he used in a comment on the video
such a helping video, i liked it!
Thank you!
4:00 nice! Looks cool
Thank you so much! This tutorial helped me a lot.
I'm glad I could help!
Nice tutorial! Will need to get those plugins though. Also, nice music! What was the name of the first song?
The name of the first song is Pyrosion - Distancia. I hope I helped
wow that was super helpfull thank you for the tutorial
This is a good, easy way of making roads, but you can narrow it down to one part using PBR's, and then add a few planes to add damage to the roads using other PBR images. Still, nothing wrong with using this :D
bro tank so much, I need that
is it possible if you can make a building tutorial because im tryna make a city game.
Do you mean the city building tutorial? For example, how to create a road layout, various buildings, suburbs, etc.
I reccomend as a professional modeler myself to firstly understand roblox studio fully, and then start making entire games
Can u show us how to do terrain like in the thumbnail and ending?
Thanks !!
How many meters wide does the lane have to be? I want the road to go well
Did you ever work for Rickje on Roblox
how did u put the trees and grass right there on the road to make it look more realistic?
The trees are from 'Synty Nature Pack' made by Roblox. You can get it from Toolbox. The grass was made by me using the Terrain Editor. You can access the Terrain Editor by opening the HOME or VIEW tab at the top of the screen.
Can you make a video on realistic trees?
Unfortunately, I can't help you with this because I've never made realistic trees in Roblox Studio. The trees in the video are from the 'Synty Nature Pack' created by Roblox. You can get this pack from the toolbox. I hope I helped at least a little.
@@peter8games Thank you for telling me this
thanks
Hi! I would say that if you can make a traffic lights in easy method it would be nice for my rp game Thank you!
the thing is that the road made with arhimedes will start glitching out on the inside of the turn so yaaa
Which building tool plug in is it? There are many of them and I don’t know which one to use.
The plugin I mentioned in the video was created by GigsD4X. The full name of this plugin is 'Building Tools by F3X (Plugin)'.
what plugins are u using in the video bro please ?
The plugins I used in this video are: Building Tools by F3X (Plugin) and Archimedes (v3.1.9)
thx my G
Do you know how to make a curve road up hill
i cna find the plugin ting i found it but see only 4 thing in plugins
sound and other stuff
The lines overlay for me
hello, how do you make a 4 lane road
Using parts as road lines horrible for optimizing. try using image textures
This is true, but creating road lines using parts is much easier and thanks to them you can make more complicated roads, turns, etc. I think it also depends on the type of game. Simulators and tycoons are more low poly, and car games, for example, have extensive road and highway systems that require more detail. Still, thanks for your advice.
@@peter8games the game being a car game is even more of a reason to have the lines as decals, you have more freedom with decals as well, trust. Having them as parts brings up the triangle count. It’s your goal to make the tri count as low as you possibly can to reduce lag. The cars themselves have LOTS of triangles so optimizing your map as much as possible (even changing the road lines to textures) will help a lot performance wise. Also, since there’s going to be lots of turns and stuff, it’s going to bring up the part count a lot. You may think it might not matter but any chance you can get to optimize, take it.
@@Hyperlon Hmm, I think you're right. Changing parts to textures can reduce the number of parts by several hundred or even several thousand. Thanks for changing my mind about this 👍
@@Hyperlon I'd like to do this but I can't find any decals for road lines
Part count really doesn't matter too much anymore, it hasn't for a few years as long as your smart about collisions and culling shadows then your fine and when we get access to occlusion culling it really wont matter. (You could even make your own system or use Streaming) While images may be better here do be careful with transparency as that can be just as bad or worse if used incorrectly and please do not use decals they are outdated and very unoptimized (high drawcalls), personally I'm just gonna be waiting for EditableMeshes and Images for roads.
How did you do this in 1:15 ?
Oh, I just duplicated this part by clicking ctrl + D. Hope that helped
@@peter8games I got another Question how did you do them all together at 3:32 ?
@@Alex85850 To group parts, press ctrl + G
@@Alex85850 You can also use the right mouse button. This will open up a whole set of things you can do with the parts.
upload more videos bro
LAG
The lines look weird he didnt show it
can i really trust toolbox tho?
I think you mean viruses. The free models at the top of the toolbox are unlikely to contain viruses, so there's nothing to worry about.
yeah??
If it doesn't have a script disclaimer on it you should be fine, even if it does have a disclaimer you can still check if the scripts malicious
the toolbox really isn't as bad as you think it is, as long as you stick to things you trust and check scripts.
pls psl pls
the ''Launch Archimedes'' doesn't not exist
wdym?
it’s a plugin I believe
@@eantrasemita yeah it is
Thanks!