Road assets

SAR704

Member
Just wondering. Are there any 2 lane road assets that have texture uniformity across multiple ones? I have found that whilst the default Road asphalt 5m is reasonable for streets without line markings, I have found that Road 2L 03 is too different. Road dirt 2L 01 is too light at the same time.

This image shows the differences. At the moment, I am looking for roads that have single lane, dual lane, and even triple lane options if possible.



Thanks
 
You'll have better luck if look for roads from the same content creator.

You can use Content Manager to do this and then add the roads you like to a picklist for use later on.
 
I'd suggest looking at the "YARN" (Yet Another Road Network) and "YARNish" road systems, they have a basic standard for height and width as well as a naming convention, and 1300+ assets under "yarn" (or many variations). As I recall it was started by Maddy25, and has evolved to include all sorts of combinations of roadways with all sorts of different surfaces, sides, and lanes. I'd recommend in conjunction with the term "yarn" looking for the following content creators: Maddy25, streadway, Pencil42, davesnow, and msgsapper.
 
I'd suggest looking at the "YARN" (Yet Another Road Network) and "YARNish" road systems, they have a basic standard for height and width as well as a naming convention, and 1300+ assets under "yarn" (or many variations). As I recall it was started by Maddy25, and has evolved to include all sorts of combinations of roadways with all sorts of different surfaces, sides, and lanes. I'd recommend in conjunction with the term "yarn" looking for the following content creators: Maddy25, streadway, Pencil42, davesnow, and msgsapper.
Yes. Press CTRL+SHIFT+F to bring up the filter. In the lower portion is an empty space. You can drag and drop assets into that space to add assets to the default picklist. To create additional ones, you can click on the small pulldown arrow located just to the right. The pulldown arrow in the upper right will give you access to create and save filters for use later on.

I second what TSwenson says regarding the YARN roads. You can also edit these easily and update the textures to suit your needs. They're also thick enough so they don't float above the terrain and also track will bury up to the rails making them great for paved over areas and street running trackage.
 
I second what TSwenson says regarding the YARN roads. You can also edit these easily and update the textures to suit your needs. They're also thick enough so they don't float above the terrain and also track will bury up to the rails making them great for paved over areas and street running trackage.
Thanks JCitron, I had forgotten to mention the rail/road height confluence... it does make building built up areas easier. Now, we (I) just have to make a large sheet for industrial areas that can be used for truck docks and stuff like that... Sounds like I may have a new project, all thanks to SAR704's question. ;)
 
Thanks JCitron, I had forgotten to mention the rail/road height confluence... it does make building built up areas easier. Now, we (I) just have to make a large sheet for industrial areas that can be used for truck docks and stuff like that... Sounds like I may have a new project, all thanks to SAR704's question. ;)
You're welcome. A large area is a great idea. I took one of the 4-lane roads and reskinned that to a cobblestone texture. While this works okay, the strips don't butt each other well and there's a dark edge and slight shadow.
 
I use AASHTO roads which do have uniformity, and the textures are based on actual US roads. I personally don't like YARN/YARNISH roads due to thickness of the road, cars float above (the invisible road is set too high), and since I work with TRC crossings, and ATLS signals cars, the stopper connections are also too high (cars imitate the General Lee).

You can make your own roads by using asphalt textures and paint the look you want, and the invisible road splines (many to chose from, have different capacities, and speeds. You can also use solid and dashed line splines (both in yellow and white) with this to give it more realism. Yes this method takes longer, but you have far greater design control. One other technique I use is find road splines that have no traffic for it. Again use an invisible road on top of that (hold shift as you place it or it will buzz at you).
 
I have been having trouble finding any 3 lane roads in any form. To the most mediocre of my knowledge, most roads aren't typically dark brown like the 'City road' splines. There is one lighter coloured one. But it only has very faint line markings. It seems like 3 lane roads are not in high demand in any form with this sim. But the area I intend to model has plenty of these roads, inc at least one that parallels one corridor for several kms.

I guess I can attempt to re-texture them. But some realistic ones would still be useful.
 
Do check the versions, as some of the graphics have changed slightly over the years, resulting in some older assets rendering much lighter than they should. Additionally do look at the roads where you are trying to model, there is some regional difference in paving as well as differences based on road use/type (i.e. highways, Main St., industrial parks, alleys, suburban streets, etc...).
 
I created an expansion of road and freeway assets back in 2017, since my BART route does run along the median of several major freeways in the Bay Area. They’re for private use, but I wouldn’t mind sharing them. Since they’re outdated a bit in their configs, I haven’t uploaded them to the DLS, but they do work perfectly fine in the current build of ‘22. I basically (with permission given to me by Streadway) reverse engineered the design and configs, and expanded upon what was available including the freeway signs. Shoot me a PM!

-A
 
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