ShitboxInfinity/tools
m3ultra 939c2c5c35 Gateway Bridge: 64.5 m over the river, and a drag strip to match
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>
2026-08-01 18:41:24 +10:00
..
build_all_junctions.sh Real terrain: DEM elevation under every level 2026-07-30 15:08:42 +10:00
build_all_levels.sh Gateway Bridge: 64.5 m over the river, and a drag strip to match 2026-08-01 18:41:24 +10:00
build_cars.py DIEHATSU FACADE 1.0: the 1984 Charade, from the owner's own exhibits 2026-07-31 10:29:17 +10:00
build_level_osm.py Gateway Bridge: 64.5 m over the river, and a drag strip to match 2026-08-01 18:41:24 +10:00
cc_to_glb.py Cashies tool library: dealgod photos -> TRELLIS -> shuntable paddock props 2026-07-31 14:25:48 +10:00
check_textures.py Scenery overhaul: real OSM street furniture, FLUX texture set v2, lighting pass 2026-07-28 14:13:29 +10:00
crop_poster.py Scenery v4: traffic signals, power lines, local FLUX fallback 2026-07-28 17:21:35 +10:00
fetch_dem.py Real terrain: DEM elevation under every level 2026-07-30 15:08:42 +10:00
flux_local.py Dusk and night: FLUX sky panoramas, working street lamps, headlights 2026-07-30 13:54:34 +10:00
flux_texture.sh Scenery v4: traffic signals, power lines, local FLUX fallback 2026-07-28 17:21:35 +10:00
gen_sounds.py Procedural sound kit: the whole game has audio, no recordings 2026-07-29 13:05:48 +10:00
gen_textures.sh Pursuit, drag and derby modes; crash-damage paint; junction fixes 2026-07-28 23:07:41 +10:00
import_all.sh Batch-import the whole shitboxes stash: 13 more real models 2026-07-27 22:47:38 +10:00
import_shitbox.py Batch-import the whole shitboxes stash: 13 more real models 2026-07-27 22:47:38 +10:00
osm_junction.py Real terrain: DEM elevation under every level 2026-07-30 15:08:42 +10:00
osm_level_args.py Gateway Bridge: 64.5 m over the river, and a drag strip to match 2026-08-01 18:41:24 +10:00
osm_xml_to_json.py Scenery v4: traffic signals, power lines, local FLUX fallback 2026-07-28 17:21:35 +10:00
slim_glb.py Cashies tool library: dealgod photos -> TRELLIS -> shuntable paddock props 2026-07-31 14:25:48 +10:00
tune_junctions.gd Pursuit, drag and derby modes; crash-damage paint; junction fixes 2026-07-28 23:07:41 +10:00
tune_junctions.gd.uid Pursuit, drag and derby modes; crash-damage paint; junction fixes 2026-07-28 23:07:41 +10:00