This section covers the core workflow for using the Road Spline Tool to create roads with terrain painting and edge blending.
In the World Editor, locate the mode bar at the top
Click the Road Spline mode button
The tool window will open with a row of buttons at the top
The first button is “Add New Road Spline”
Click “Add New Spline” in the tool window
The mouse cursor sphere on the map will change from red to purple
Left-click on the map to place nodes and draw the road path
Continue clicking to add more nodes - the road spline will appear as the user draws
Note: When the user creates a road spline, the tool automatically generates some default layers which are controlled with checkboxes. These include road edges, center paint lines, and light tire tread wear (one on each side of the road, so 2 total).
Mouse method: Click and drag nodes directly on the map
Gizmo method: Press ALT to toggle the gizmo, then use the translation gizmo handles
Select a node on the road spline
Look for the rib handles (left and right controls at the node)
Drag the rib handles in or out to adjust the road width
Layers will move/scale proportionally
Select node: Click on any node (it will be highlighted)
Drag node: Click and drag nodes to move them around the map
Adding new nodes: Hover over free space on the map to add nodes to either end of the spline (whichever is closer)
Inserting nodes: Hover over the spline to see a highlight sphere and text hint - click to insert a node
Delete node: Select a node and press DEL
Looping a spline: Drag the start or end node close to the other end - a hint line will appear with text markup. Hold SHIFT and release to create a loop
Joining splines: Drag the start or end node of one spline onto the start or end node of another spline of the same tool type - a hint line will appear. Hold SHIFT and release to merge them into one spline
Splitting splines: Select a node on the spline, then click the “Split” button under the spline list to divide the spline into two separate splines at that point
Simplifying splines: Use the “Simplify” button to reduce the number of nodes to a minimum while preserving the core shape
Flipping splines: Use the “Flip” button to reverse the order of nodes in the spline, effectively flipping the direction. This will also flip the road layers left to right
Road Edges: Automatically generated edge lines for the road boundaries
Center Paint Lines: Default center line markings for lane separation
Light Tire Tread Wear: Subtle wear patterns on both sides of the road
Layer Control: Each default layer has a checkbox to enable/disable it
Checkbox Controls: Use the checkboxes to include/exclude each default layer
Customization: These layers provide a starting point for road creation
Layer Properties: Default layers can be adjusted or replaced with custom layers
New road splines automatically come with default layers (road edges, center paint lines, tire tread wear)
To start completely fresh, remove all existing layers first:
This gives the user a clean slate to build the road from scratch
In the tool window, find the Layers section
Click “Add Layer” to create a new decalroad layer
Click the Select New Material button to open the Material Selector window
In the Material Selector window, browse the list of available materials
Use the search facility to find specific materials by name
Select the preferred road material (e.g., Asphalt) and close the Material Selector
The layer will appear in the layers list and be visible on the spline
The user can laterally offset the layer, change the properties, etc.
Open the Painting tab
Use the Switch Terrain Painting On/Off toggle button to enable terrain painting
Use the Paint Material slider (integer) to select the paint material from the map’s available materials
The selected material will be painted on the terrain along the road path
The Paint Margin slider will change the width of the painting relative to the spline to make it shrink/grow
Note that for long road splines, terrain painting can cause significant slowdown
Some materials are designed to transition smoothly between two materials (e.g., asphalt to grass)
These materials can be placed along the edges of the road and combined with terrain painting for seamless blending
In a layer, select a blending material (e.g., grass-to-asphalt transition, asphalt-to-dirt, etc.)
Set the Width to cover the transition area
Use Lateral Position to position the blend layer at the road edge
Use the Flip Lateral checkbox, if required, to make the transition go in the correct direction
In the tool window, find the spline list
Use the enable/disable toggle for each spline
Disabled splines: No nodes visible, but content still shows
Enabled splines: Full interaction with nodes and editing
Polygon Selection: Use the polygon selection button in the tool to draw a selection area around decal roads
Scene Tree Selection: Multi-select compatible decal road objects in the scene tree, then right-click and choose “Convert to Road Spline”
Object Select: Use the object select tool, then right-click and choose “Convert to Road Spline”
The tool will add a new spline and estimate all properties including road width, layer settings, and terrain painting parameters
Save profile: Click the “Save Profile” button under the spline list to save the current spline’s properties to a JSON file
Load profile: Click the “Load Profile” button to load a previously saved profile from disk
Profile contents: Profiles contain spline properties (layer settings, materials, terrain painting, edge blending) but not the geometry itself
Copy profile: Use CTRL+C to copy the selected spline’s profile to the clipboard
Paste profile: Use CTRL+V to paste a copied profile to another spline, inheriting all properties while keeping the target’s geometry
Test terrain painting early to see how it looks
Disable terrain painting during heavy editing for better performance
Use the gizmo (ALT key) for precise height and rotation control
The auto-generated default layers can provide a starting point for road creation
The tool includes an “Export to PNG Mask” button in the top button row. This exports the entire tool session to a grayscale 16-bit PNG mask, useful for third-party software importing and exporting.
Once the user is comfortable with these basic workflows, they can explore:
Was this article helpful?