The Sir Leo Hielscher Bridges and their industrial hinterland, from OSM + DEM like everything else -- but a 64.5 m concrete box girder split across 13 OSM ways and twin carriageways broke every bridge assumption the builder had, three different ways, before the right abstraction appeared: - Per-way sine humps (the Story Bridge recipe) turned each short approach span into a 52 m wall. - A whole-bridge axis projection lifted named segments 3 km from the water and cliffed at every segment seam. - The fix: deck height is a CONTINUOUS FIELD of distance-to-river -- smoothstep from terrain to +57 m over the water. The river is the thing being bridged; let it set the profile. Seams are geometrically impossible because the field doesn't know what a segment is. The bridge arg grew to Name:hump:style. Style "box" adds concrete piers under every bridge-tagged span (28 of them), collision guardrails chasing both deck edges (a 64 m deck with open edges is a cliff with lane markings -- the first playtest fell off it), and puts Spawn, DragStart/End and the RacePath on the deck field. Story Bridge keeps its 16 m truss unchanged. The payoff mode: a 1,422 m drag strip -- the longest in the game -- running up and over the bridge, verified in-shot racing Nanna's Morry between the steel rails with the deck climbing ahead. Race mode's auto-traced loop weaves interchange ramps and is honestly chaotic; README flags the hand-authored-loop fix if bridge racing matters. Plus the trace stitcher's loose-join pass (carriageways within 60 m merge), a FLUX river-industrial sky, and the loose-join is what future divided-road levels will lean on. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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44 lines
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