Basics
The Decal Road Editor allows to create and edit Decal Road.
A Decal Road (also previously known as decalsroad) is a strip-shaped decal defined by a 2D spline. This strip is projected onto the terrain, similarly to how decals are projected on collision meshes. These are used widely in BeamNG.drive to visually represent roads, off-road paths, etc. and therefore do not provide any sort of collision geometry (like decals).
The Inspector window is required to adjust various properties of a decal road.
Adding and Editing Decal Roads
When selecting this edit mode, two options will appear below the main toolbar:
- Default Width: The width of the decal road
- Only AI Roads: If enabled, only decal roads used for AI route mapping (with drivability value set) can be selected
These values will be the initial values for any new decal road that will be created.
Toolbar options
Creating a Decal Road
Add a new decal road with these steps:
- Press ALT and then hover the cursor on the viewport to display a preview of the first node.
- While holding ALT click the Left Mouse Button to create the node.
- Repeat step #2 until to create the other nodes.
- When done, release ALT to finalize the decal road.
- New decal roads may appear invisible until a Material is assigned to it through the Inspector
Editing a Decal Road
To edit an existing decal road:
- Select the decal road by clicking on it. Selected decal road will display a white outline/wireframe and its nodes will be shown as red spheres.
- Click on a sphere to select a node, then use the gizmo to translate or scale the node as needed. Press Delete to remove the node.
- Hold ALT to create new nodes. Use this to either add new nodes inbetween existing ones, or to extend the decal road.
- Decal roads will be extended from their last node. To extend a decal road from the first node, make sure to select that node first.
- Press Delete when the entire decal road is selected to remove it entirely.
- It is possible to copy & paste properties from one decal road to another by simply selecting each and respectively pressing CTRL+C and CTRL+V
Inspector Window
When a Decal Road is selected, several of its options are displayed in the Inspector window
Inspector when a decal road is selected
The Pathfinding panel contains settings related to AI route mapping:
Description
Whether the AI should drive on this road or not. Goes from 0 to 1, with higher values indicating a better road where the AI can drive faster. Set to -1 to exclude the road from the AI map
Description
Amount of lanes the road has on the left side
Description
Amount of lanes the road has on the right side
Description
Toggle one way road
Description
Invert the direction of the road, for oneWay
Description
If enabled, traffic won’t spawn on this road, but AI can still drive on it
Description
If enabled, the generated AI route will use more points for a smoother route
Other relevant properties are:
Description
Coordinates of the selected node
Description
Width of the selected node
Description
Split the decal road into two separate decal roads, with the selected node defining the split point
Description
If enabled, the newer spline algorithm is used to generate a smoother path. Its use is recommended
Description
If enabled, the first node is used as a tangent point for the curve
Description
If enabled, the last node is used as a tangent point for the curve
Description
If enabled, the path will loop drawing the path between the last and first node
Description
Smoothness factor of the curve. 0.5 is recommended
Description
How many segments the decal road has. Lower values will create a mpre segments, but reduce the maximum length of the renderable decal road
Description
If enabled, the decal road will be project over objects too. If disabled, it will be projected only on the terrain
Description
Material to use for the decal road
Description
Scale of the texture along the path length
Description
Lower values will create a smoother decal road, at cost of complexity
Description
Higher priority decals road will render on top of lower priority ones. Lower values means higher priority
Description
Used for the rendering order
Description
Hovering height of the decal over the terrain. Higher values can reduce clipping issues if using large scale environments
Description
Distance/Range from the camera at which the decal road will fade out.
e.g. 100-50
means the decal road will start to fade when the camera is 100m away from it, with a 50m range for the fading effect
Description
Fading to apply at the start and end of the decal road
Description
Displays the length of the current decal road in meters. This is only for display, and not editable