Modular Road Generator
Are the included textures required?
No. They are optional examples. Assign your own materials to seven road parts or build a packed material from your PBR images.
Can I use a Blender material library?
Yes. Append materials from a .blend file, then select them in My materials and textures. Complex shaders need baking or custom engine setup for export.
Do material assignments survive rebuilding?
Yes. Palettes stay with the module through live edits, LODs, junctions, extensions and .blend save/reopen. Replacing a generated role material slot directly in Blender is also adopted before a live rebuild.
Does it automatically add a road system to my game?
It creates Blender modules and export packages. Import these into your project; the included helpers can create native modular assets. It does not edit a game project automatically.
Does live editing update every selected road?
Live editing updates the explicitly bound, active module. Use Apply appearance to selection to transfer an appearance palette across multiple modules.
Can I preserve hand-edited geometry?
Keep manual mesh work separately. Changing geometry regenerates generated child meshes. Collections with custom/shared objects or modified generated children are protected.
Are the airport presets suitable for real engineering?
No. The markings are for environment art. Airport profiles contain no street sidewalks or pedestrian crossings, but are not aviation-certified layouts.
Which files do I install?
Install modular_road_generator-0.8.0.zip through Blender Preferences > Install from Disk. Extract Examples-and-Guide.zip separately; it is not an installable add-on.
Does the add-on generate the village buildings?
No. Architecture and terrain are presentation geometry; vegetation and lighting use CC0 assets in the editable showcase. The add-on generates road modules, materials, markings, LODs and collision. The four image-based example PBR materials are optional, free Poly Haven assets, with source links included.
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