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Map editor
How to use it
The map editor and mod tools, with pictures.
Done (M1.5)
The map editor is a desktop program written in Rust with egui. It works on the generator's data directly and runs the generator for you, so it's native rather than a gasm program like the game.
The generator builds regions from open data, and open data is never perfect: a road that should sit on an embankment follows the terrain, a bridge is missing its deck, a farm track is tagged as asphalt. The map editor is for fixing that by hand, without editing the source data.
What it does
- Bridges and culverts: set the levels of their two ends.
- Roads: surface (and with it the grip), width, lanes, markings, street lamps along it; move, add or delete its points; draw a new road; leave one out.
- Junctions: how round their corners are; zebra crossings, stop and give-way lines where the map has none (or none where it has them).
- The ground: flatten an area, or raise or lower it, easing into the land around.
- Lamps and trees: add or remove them one at a time, or keep an area clear of trees.
- Buildings: move, turn, reshape, change the height or the roof, leave one out, or draw a new one.
- A 3D view of the built land around the selection, then rebuild and open the game at the spot.
- Share it as a mod: export the place you built and edited as a mod, one zip that anyone can drop into their mods folder; places near the game's own join its world.
Next, with the Garage: your own models, a 3D model (glTF) placed on the map (a landmark, a statue, the station building), replacing a generated building or standing on its own, each with its licence and author.
The Garage (next)
A second tab for vehicles: load a 3D model, mark its wheels, set the weight, power, drive (front, rear, four-wheel), suspension and grip, and test-drive it on the proving ground. Saved vehicles show up in the game's car list next to the built-in five, and a car can be saved as a mod to share.
How edits are stored
Edits are saved as an override layer, separate from the generated tiles. The generator applies the layer on top of the open data every time it builds a region, so the edits survive regenerating the map with newer OpenStreetMap or elevation data.