Bus Simulator 18

Bus Simulator 18

Testington - Tech Test Map
MattPeddlesden  [developer] 24 Jun, 2018 @ 4:15pm
What do you think i've not tested yet?
I've not tried any kind of hills, bridges or tunnels.

For my next "test" route, i've exported a bunch of mapping images from openstreetmap and pasted them together to make a complete road map of my local town (Medway, Kent).

The plan is to import height data, then bring that image in as a Deferred Decal - and in theory I should be able to start building a real world location - so that's the next test, now that the majority of the basic tech is out of the way.

I'm not a 3D artist though, so still working out how i'm going to actually make the route have anything other than a road network!

The plan is to build the Arriva bus network in Medway - St. Mary's Island, Chatham, Rochester, Rainham, Lordswood and so forth (lots of places squashed in to a smallish area) - the combined map is only a few km square but super dense with road network. Should be good fun, lots of challenging areas to try and squeeze your bus through :)

Looking forward to your feedback.

Matt.
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Showing 1-8 of 8 comments
BizzareBanana 25 Jun, 2018 @ 9:42am 
The Medway map sounds great. Are you planning to add any more UK maps in the future?
MattPeddlesden  [developer] 25 Jun, 2018 @ 10:20am 
Not sure - see if I get the medway one done first tbh :)
Amarillon 25 Jun, 2018 @ 1:07pm 
Potholes? Are any of the other obstructions such as roadworks and the RTC near the industrial zone on the default map, randomisable, or are they always fixed?
MattPeddlesden  [developer] 26 Jun, 2018 @ 4:40am 
there's a pothole if you turn left out of the bus stop on the road heading *in* towards the bus stop, so yes that's easy. I put one of each of the various road decals on too, and a bunch of speed bumps just to prove they all work ok.

Randomisable - possibly actually, my thought there is that I could have some of them and just toggle their visibility in the level blueprint, could even make it so that during the course of a drive more appear - so if you're doing loops then it's potentially going to change as you go. Possibly.

I was also going to experiment with an underpass that I fill with some water, and put pot holes underneath - so it looks like you're wading through a river bed or something.

Matt.
MattPeddlesden  [developer] 26 Jun, 2018 @ 5:45am 
Happy to report StillAlive have given me the info that should hopefully get me all the day/dawn/dusk/night/rainy stuff set up - so i'm going to have a look at that next. It's not particularly trivial, but I suspect it'll be easy enough to explain visually in a video.
adrianchu9 26 Jun, 2018 @ 2:22pm 
Thanks a lot for your work
Aimeurik 27 Jun, 2018 @ 9:49am 
Really nice :) Can we activate an event by driving on a point or line ? It can be useful to add a priority traffic light for the bus and a buslane...
MattPeddlesden  [developer] 27 Jun, 2018 @ 10:27am 
You can set up a collision volume which will fire an event as you pass through it, i've used it on my map to cause some more dialogue text to appear on the screen at that point (turn right out of the garage).

Whether you could be able to interact with the traffic light system I have no idea - most things are possible in UE4 but it depends whether we can interface with the system, OR, if it might be possible if we write our own traffic light system, if that would still work with the roads and existing traffic.

Something for someone to look in to - the triggered events are certainly a powerful option.

Matt.
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