Each tutorials are showing new contents, this is awesome. Is there a variation of New undamaged Guardrail? It would be great if you guys post a PDF file of variations list of all assets with its number and sample image beside the variation name.
Hello, thank you for your feedback! Yes there is a variation of new guardrail. Also, you can override the material to make it look like brand new. Thank you for your suggestion on PDF list, we will consider to do something like that in the future.
Can you please make tutorial on how to ad houses both sides along the road bumping everything in this video to next level? Please. And also include the option to add additional roads from spline points on existing road, as promised by you earlier.
Hello, thank you for reaching out to us with your suggestion. We greatly appreciate your feedback and will definitely take note of your suggestions. We will consider implementing such features in future updates. Your support and feedback mean a lot to us. Thank you once again!
Hello, I'm trying to get the PCG graphs that come with the pluggin working and when I try to set up the get actor data to "by tag" it doesn't work at all with the landscape or the road, when I set it "by class" and pick the road generator it works fine but just around the road, the rest of the landscape is empty and I can't figure out how I can get it to work as your example.
Hello, thank you for reaching out to us with your question. It sounds like you're encountering some issues with setting up PCG graphs using the "by tag" option for actor data. Let us provide some guidance to help resolve this: 1. Verify Tags: First, make sure that the road generator and crossroads generator actors have the correct tags assigned. Double-check that the tag names in the PCG graph match exactly with those assigned to the actors in your scene. Tags are case-sensitive, so even small differences can prevent them from working as expected. 2. Check PCG Graph Configuration: Ensure that your PCG graph is properly configured to recognize multiple tags, if needed. The nodes and connections should be set up to process the data from these tagged actors. 3. Actor Boundaries: When using the "by class" method, if the PCG graph only works around the road, it might be due to actor boundaries or volume settings. Ensure that the landscape is included within the PCG volume's influence area. 4. Debugging: Use the debugging tools within the PCG graph editor to trace the flow of data and see where it might be failing when using "by tag." If you've gone through these steps and the issue persists, please provide any error messages or further details you are encountering. Feel free to reach out with more questions or send us any relevant screenshots at our support email: contact@rendertale.com
Hello, I encountered an issue where after adding collision to my road surface model, when I drag the blueprint into the scene, it doesn't have collision. However, when I drag the model itself into the scene, the model has collision.
Hello, thank you for reaching out with your questions. Could you please, describe the issue you are having a little bit more or sent us the some screenshots or short video demonstration what does the issue looks like. Please, contact us at our support email: contact@rendertale.com
Sorry posting too many comments, If there is a discord or something I would ask doubts on those forums but since this is only way to contact or ask doubts, that's why posting it here. My doubt is, If I try to create a bridge, and raise some control points, how do I scale the pillars/foundations down to reach the ground? because since bridge and road are connected together, when I raise the control point for road, bridge also raises with it and looks flying above the ground. some places I deform the landscape accordingly but few places I want those pillars to be long in heights and reaches the ground. how to do that?
Hello, thank you for reaching out to us with your questions. We are currently in the process of setting up a Discord channel for customer support and suggestions. Regarding the bridge, the pillars and foundations are created with custom meshes of fixed sizes. If you would like to change the sizes of each element, you will need to use your custom meshes to replace the pre-loaded blueprint meshes. Currently, there is no parameter for controlling each pillar size separately. However, we appreciate your suggestion, and we will make efforts to implement this feature in future updates. Thank you for your valuable feedback!
After the 7th tutorial, this is looking mighty interesting.. great work guysm, will check it out in the marketplace.:)
Thank you for your feedback! We do really appreciate it!
HEAVENLY.
Thank you!
Just what I’m looking for!
Thank you!
I appreciate this tutorial. I was just asking Procedural Minds if he would do a video about roads and crossroads.
Thank you!
Each tutorials are showing new contents, this is awesome. Is there a variation of New undamaged Guardrail? It would be great if you guys post a PDF file of variations list of all assets with its number and sample image beside the variation name.
Hello, thank you for your feedback! Yes there is a variation of new guardrail. Also, you can override the material to make it look like brand new. Thank you for your suggestion on PDF list, we will consider to do something like that in the future.
Can you please make tutorial on how to ad houses both sides along the road bumping everything in this video to next level? Please. And also include the option to add additional roads from spline points on existing road, as promised by you earlier.
Hello, thank you for your feedback and for your suggestions! We appreciate it! We are working on some new content so stay tuned!
Guys, Can you create dead end road meshes like 2 or 3 variations? that would be really help full. (Example: rounded ended road small, medium and big)
Hello, thank you for reaching out to us with your suggestion. We greatly appreciate your feedback and will definitely take note of your suggestions. We will consider implementing such features in future updates. Your support and feedback mean a lot to us. Thank you once again!
Hello, I'm trying to get the PCG graphs that come with the pluggin working and when I try to set up the get actor data to "by tag" it doesn't work at all with the landscape or the road, when I set it "by class" and pick the road generator it works fine but just around the road, the rest of the landscape is empty and I can't figure out how I can get it to work as your example.
Hello, thank you for reaching out to us with your question.
It sounds like you're encountering some issues with setting up PCG graphs using the "by tag" option for actor data. Let us provide some guidance to help resolve this:
1. Verify Tags: First, make sure that the road generator and crossroads generator actors have the correct tags assigned. Double-check that the tag names in the PCG graph match exactly with those assigned to the actors in your scene. Tags are case-sensitive, so even small differences can prevent them from working as expected.
2. Check PCG Graph Configuration: Ensure that your PCG graph is properly configured to recognize multiple tags, if needed. The nodes and connections should be set up to process the data from these tagged actors.
3. Actor Boundaries: When using the "by class" method, if the PCG graph only works around the road, it might be due to actor boundaries or volume settings. Ensure that the landscape is included within the PCG volume's influence area.
4. Debugging: Use the debugging tools within the PCG graph editor to trace the flow of data and see where it might be failing when using "by tag."
If you've gone through these steps and the issue persists, please provide any error messages or further details you are encountering. Feel free to reach out with more questions or send us any relevant screenshots at our support email: contact@rendertale.com
@@Rendertale I managed to make it work, it was the actor boundaries that needed to be increased, thank you!
Fantastic
Thank you!
Hello, I encountered an issue where after adding collision to my road surface model, when I drag the blueprint into the scene, it doesn't have collision. However, when I drag the model itself into the scene, the model has collision.
Hello, thank you for reaching out with your questions. Could you please, describe the issue you are having a little bit more or sent us the some screenshots or short video demonstration what does the issue looks like. Please, contact us at our support email: contact@rendertale.com
Sorry posting too many comments, If there is a discord or something I would ask doubts on those forums but since this is only way to contact or ask doubts, that's why posting it here.
My doubt is, If I try to create a bridge, and raise some control points, how do I scale the pillars/foundations down to reach the ground? because since bridge and road are connected together, when I raise the control point for road, bridge also raises with it and looks flying above the ground. some places I deform the landscape accordingly but few places I want those pillars to be long in heights and reaches the ground. how to do that?
Hello, thank you for reaching out to us with your questions. We are currently in the process of setting up a Discord channel for customer support and suggestions. Regarding the bridge, the pillars and foundations are created with custom meshes of fixed sizes. If you would like to change the sizes of each element, you will need to use your custom meshes to replace the pre-loaded blueprint meshes. Currently, there is no parameter for controlling each pillar size separately. However, we appreciate your suggestion, and we will make efforts to implement this feature in future updates. Thank you for your valuable feedback!
Ok I'll try to add custom mesh pillar. Thank you so much for the reply and support!@@Rendertale
Thanks!