co_emmi said: And please don't hesitate to tell what would be your dream DLC! It would be great to read discussion for example about the road tools (maybe having own thread for it?) Click to expand...

choose a template from all the default prefabs and if you have any DLCs from the extra prefabs in each DLC​

The mesh would be plain (no textures, no UV mapping) but would work off vertex colours. 255,255,255 could dictate where the road colour texture would be rendered, and another 255,0,0 would dictate where concrete textures would be rendered.

You would need to include an elevated, bridge version of the mesh as well (tunnel might be able to be prefab by CO as they're kind of just those tunnel slopes that fit over the width of the road)



All these details would be noted on the wiki as well as measurements required for the road mesh

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This would act like the texture maps in the theme editor, select the .png file to load, choose tile size, and any normal maps etc.

You could even choose crossing textures??

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the vanilla roads still contain props like the manhole and light poles so the creator could choose their placements if any an even load their own premade props (custom decal prop or custom light/sign prop)

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this would package all the data into a .crp file (or whatever road prefabs are) and become a sharable/subscriber steam file and can be uploaded/subscribed to on the workshop

The workshop category should be Roads, with a sub category for each road type (medium road, medium road w/bike etc). If you choose a prefab from a DLC then you list the dlc as a required item.

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- easy custom bridges

- easy custom road styles

- cross compatibility via the steam workshop

- if you unsubscribe a road prefab, the saves that contain the custom prefab revert to whichever prefab it - was cloned from.

- network extensions would be nearly redundant

- coder accomplished modders may be able to push the boundaries and edit segment/lane/node placements to increase lanes in certain prefabs or change the layout or whatever they can, but the editor would do some of the bulkier work and become a native packager for their efforts. It would certainly streamline everything for them.

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So obviously CO have an idea of where they want to go in terms of expanding on roads in c:s.My suggestion would be to have a road prefab packager. Or more accurately; a NETWORK editor as I would also like to be able to create custom train track prefabs by the same method. I'm sure people would want to create their own canal, quay and pedestrian pathways too.Similar to how the asset editor work - or a cross between how that works and the theme editor works:1: Select road prefab template2: Import mesh to road editor3: Select texture maps4: prop placement5: package and saveThis would create a really expansive way for everyday modders to get into reskinning or remeshing the roads they want. It would make cloning prefabs easy and they wouldn't break with each update as they would be a separate instance. You'd getIt would be interesting to see what the people from the different network mods (like NExt) would think about this sort of editor. Whether it would help or not.