I'm working on a tool to automatically generate more functional maps for PR based on the map files. One thing that's difficult to tackle is the roads system.
From what I managed to gather, it seems that once the roads are compiled they end up as height data, and some other representation that I'm trying to figure out. The question is, what exactly is stored in the client/road directory as .mesh files? The structure and name of thing implies that there are actual generated meshes that appear in-game, and the whole thing is not just a texture. My hopes are that it's possible to use said meshes to create 2d masks and paint the roads on the map.
If so, does anyone know the exact way .mesh files are generated? After my searches I didn't really find much on the internet. There are tools to view them, but I'm looking for a simple level description of how the files are structured so I can export stuff with c++ code automatically.
I've created maps by hand for the last PRT, the goal would be a program that can create something similar from any map file:
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From what I managed to gather, it seems that once the roads are compiled they end up as height data, and some other representation that I'm trying to figure out. The question is, what exactly is stored in the client/road directory as .mesh files? The structure and name of thing implies that there are actual generated meshes that appear in-game, and the whole thing is not just a texture. My hopes are that it's possible to use said meshes to create 2d masks and paint the roads on the map.
If so, does anyone know the exact way .mesh files are generated? After my searches I didn't really find much on the internet. There are tools to view them, but I'm looking for a simple level description of how the files are structured so I can export stuff with c++ code automatically.
I've created maps by hand for the last PRT, the goal would be a program that can create something similar from any map file:
