Roads

Creating Roads

Roads are the backbone of your track. Open Draw Road and place control points to lay out the path. Settings for the active road show up in the Road Settings panel.

Road Tool Controls

  • Left click - Place a road point
  • Right click a point - Delete that point
  • Ctrl + right click a point - Cut the road at that point
  • Right click empty ground - Start a new road
  • Left click an existing road - Add a point to that road
  • Left click an existing point - Connect roads by merging them into one
  • Ctrl + left click an endpoint - Connect roads without merging (separate surfaces that still meet)
  • Left click a road edge - Create a junction (T-style join)

While drawing you can turn on Snap to road edge in Road Settings to help ends land cleanly on another road.

Connecting Roads

There are two ways to join roads at an endpoint, and they behave differently:

Left click an existing point merges the roads into one continuous path. You end up with a single road to edit, with one set of settings, texture, and lines along the whole run. Use this when the pieces are meant to be the same road (for example closing a loop or extending a stretch you already started).

Ctrl + left click an endpoint connects them without merging. The roads still meet cleanly at that point, but they stay separate surfaces with their own settings. Use this when you want a visible join (pit entry, side road, different surface or width) without turning everything into one path.

You can also left click a road edge to create a T-style junction. After an edge junction, Move Road shows handles at the connection so you can tune how wide the join is and how far the branch sits. Drag those handles in Move Road (not while placing new points).

Road Tools

Clicking Draw Road opens a strip of related tools:

  • Draw - Place points on the active road
  • Start new road - Begin a fresh path
  • Move - Drag control points. Middle-click + drag moves a whole path. Works on ground roads and bridges.
  • Curve - Shape corners (see below)
  • Road Height - Drag node handles up or down to set elevation. Edited nodes stay fixed when you reshape terrain; untouched nodes keep following the ground. Press P for the elevation profile graph.
  • Cross-Section - Place sections along a road to set local width, camber, and terrain blend (see below)
  • Area Select - Draw a shape on the ground to select many road nodes at once, then delete them if needed

Using the Curve Tool

Curve behavior depends on the road's Spline System in Road Settings (default is Bezier Handles):

  • Bezier Handles - Click a point to show in/out handles, then drag them to shape the corner. Shift + drag a handle adjusts vertical smoothing. In Road Settings you can set the selected point to Mirrored, Aligned, or Free, and choose Curved or Straight corner type.
  • Tangent (Auto) - Click a point, then scroll to change corner sharpness. Curve Alpha and Road Tension appear in Road Settings for this mode only.

The same Curve tool works on elevated roads and bridges.

Cross-Section (Width, Camber, Blend)

On ground roads, local banking and width live on cross-sections, not a separate Camber tool.

  • Left click the road - Add a cross-section
  • Orange handles - Road width left / right
  • Camber arrows - Tilt the surface (hold Ctrl while dragging for finer control)
  • Green handles - How far the road blends into the terrain
  • Ctrl + click the blend profile line - Add shape points to sculpt the shoulder falloff

For bridges and elevated roads, use the Camber tool under Elevated Road instead.

Road Settings

Most settings are per road and stay with the track when you save:

  • Road Width - Overall width (3-30 meters)
  • Road Edge Width - Edge strip width (helps the edge texture sit right)
  • Road Resolution - How many segments across the width
  • Shoulder Points - Extra points in the blend zone for Cross-Section shaping
  • Spline System - Bezier Handles or Tangent (Auto)
  • Curve Alpha / Road Tension - Only for Tangent mode. Tension: lower is tighter corners, higher is looser flow
  • Road Texture - Built-in profiles or materials from the Asset Bank
  • Side Lines / Center Line - Painted line styles, widths, offset, and lane width
  • Tire Marks - Optional baked-in tire marks on the road surface
  • Global Road Settings - Asphalt texture repeat for all roads
  • Adaptive - Optional adaptive centerline sampling for long or complex paths

Decals, Road Lines, Tire Marks, and Zones

Under the same Roads tools you can also:

  • Place Decal - Click a road to drop a flat decal (move, resize, scroll to rotate, right-click to delete)
  • Draw Road Line - Paint custom line splines along or beside the road
  • Draw Tire Marks - Draw tire-mark strips as their own splines
  • Draw Drift / Clipping Zone - Mark drift or clipping zones

Use the matching Move tool under Tire Marks / Road lines to edit those splines. Middle-click + drag a point moves the whole spline.

Undo

  • Ctrl+Z (Cmd+Z on Mac) - Undo
  • Ctrl+Y - Redo
  • Undo / Redo buttons - In the top toolbar near Settings

Undo covers roads and many related edits (surfaces, walls, kerbs, sidewalks, elevated roads, flat decals, buildings, and models). Custom road-line, tire-mark, and drift-zone spline edits are not in undo yet.

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