Do you know about the Codec trick for UA-cam? If you render your videos as 4k or 1440p instead of 1080p UA-cam gives your videos a much higher quality codec. It otherwise only gives that codec to videos of large creators. Your video doesn't have to be recorded in 1440p just rendered at it. There are a bunch of Videos explaining it, I'd recommend you to look it up!
@@TheRealLudwig legit recorded and did the edit without double checking obs. Some settings did not transfer over so the initial footage was low quality.
I've given into the dark side and started using the Infinite Nudge mod. It's also terrific for getting rid of Z fighting by just vertical nudging by a single centimeter.
No z fighting mod exists... automate brother. it visually moves items on the same plane by a very very very small amount, just for rendering, without actually changing their real position in the world.
@@rawhide_kobayashi But then I can't pick which plane I want to win the fight. It's great for centering paint patterns when the foundations are 4m off. Also, I've got a z-fight that involves 3 sides of a small metal pillar and a half foundation. With Infinite Nudge, I can very slightly scale the pillar up in size so it wins the fight on all 3 visible sides.
There are 2 other methods I use: 1st is very simple, use a concrete barrier with its centre on the outside edge of curve, then turn it and place, add another to its end. Then place a foundation on the edge of the 2nd barrier in a line you placed and build delete the 2 barriers, a simple curve. 2nd is more complex but you can get some wonderful results: Zoop out a load of foundations in the area you want to have the curve (which keeps it world grid if started from that) and place a rail from the start of the curve and use it like drawing with a pencil till you happy with curve or S -bend, then delete foundations underneath and from below attach Concrete pillars, as they will snap underneath to shape of rail line. you can then use pillars as you wish attach a foundation , walls, what ever to them and delete pillars after, or keep and use a pillar wall, you can space out pillars attachment to say the light on side of rail directly below and another at a little notch that sticks out. I'm sure there are other methos, but these are 2 main I use, give them a try see if you like them (hopefully I have described them ok).
I did that on the MK.2 blueprint, not sure its worth the hassle. Don't quite have a MK3 unlocked yet but I imagine that would be a great option at that point. Of course I was doing a full circle. Just realized while typing this comment, I need to do a quarter circle *DOH* thanks
great video dude, i saw a tip recently about this same curve, if you go out 10 and 7m (so 1 ctrl nudge back from the edge), you get a perfect end to your curve.
There is actually a technique to make a blueprint of your last technique. I saw a video of some guy showing you could make very large blue prints with parts outside the BP Designer. You end up with a kind of guide wich is a full circle you can buid off of and easily delete as it's a blue print
I often use the last method with 10° curves. This way you can make much smaller curves that are in line with the world grid using the same method. And with 10° there is also a sweet spot where you do not see much overlap or gap.
Good tips; I prefer the 11 tile method but good to know 12 is useful too. When using the last method, a hoverpack is a huge help, keeping you safe but also maintaining the distances to do the different branches of the curve.
You can go out beyond 11 foundations now that we have the nudge tool. You place a Painted Beam in freeform mode, attached to the two corners on either side of the gap you're trying to close, centered vertically on the foundations so the beam is horizontal. Then you hover over it with a foundation until the hologram snaps to the beam, press H to hold the hologram in place, then nudge it until the foundation's positioned neatly in the gap between the two original foundations. From there, you can zoop foundations back towards the center of the circle until the entire length of the gap is closed, then dismantle the painted beam. This works smoothly out to ~22-24 or so foundations, at which point every other foundation will be from your original circle, and in between each of them will be one full foundation filling in the gaps between 12 and ~22-24 foundations out from the center. You can then repeat this trick again and build out to another ~32-36 foundations, but as you build out you may need to alternate alignments on your filler foundation to prevent your filler foundations from slowly drifting out of alignment. This painted beam method overcomes the limitation of 5 degree rotation increments, and it can be used in diverse situations. For example, if you do have foundations off of the world grid, you can use painted beams connecting the corners to bridge the gap. You can also do things like drag one sector of a curved path out 10 foundations and another out 11 foundations, then smooth out the transition from 10 to 11 by running a painted beam from the corner of the 11-foundation sector to the far edge of the adjacent 10-foundation sector, then placing foundations along the beam to create a smooth edge.
You can blue print it. The core of it. Just blue print the core, and you don't have to do the most tedious part anymore. Then anytime you need a curve, just place down your core blueprint, and then zoop foundations off that. to what ever you need.
Thanks for the tip! Actually started working on a train loop around the map, and I'm going to see if that last tip will stay on grid if I'm only turning between 30 and 60 degrees. I'm sure there's some tricks and numbers I'll find along the way.
So I seem to have a weird problem, my catwalks will only snap to the corner of the foundation, not to the catwalk I need to use to start the turn from the second method you showed.
it was crazy to me that they released 1.0 without curved road tool. I mean the principle is already in the game. Let it work just like with conveyors: pick foundation, press "r" until u enter "road" mode, press "e" to pick 1, 2, 4m wide and just drag it along like a conveyor! I mean it might not be a best tool, but it at least something
Keeping the type one curves on the world grid isn't too hard, you just have to build out only 45 degrees of the curve and then work back from the other end, letting them be a little bit off where they meet in the middle.
I guess I'm looking forward to build curves or angles but connect highway or rail support blueprints and how they connect with different curves + angles.
You said the third method can't be blueprinted, but couldn't it sort of can? not all the way to 12 of length but maybe shorter distances that you later make longer, it's still a lot of work but it's not as much
Stupid question. Why arent easy curves with foundations already in the game? They make curves with train tracks, conveyors... but not foundations. I mean the logistical part of the game is a HUGE part of what many people do in this game. Why not add it?
love this game, but it's ridiculous they released 1.0 without a decent way to make curves and round things, and the need to use mods to properly nudge stuff
There is many videos like this and they all have the same mistake, this included. It does not show it in practis. Try to place down a rail, show how you build from one point to the next one.
Dude, why is the bitrate so low, even on the phone you can see that the picture just falls apart all the time and what's stopping you from recording a tutorial in creative mode or putting a wire nearby to hover instead of jumping all the time
Quality is much lower than normal on this video - Im sorry! Switching to new pc is always a little bumpy. Should be MUCH better for the HWY video!
Do you know about the Codec trick for UA-cam? If you render your videos as 4k or 1440p instead of 1080p UA-cam gives your videos a much higher quality codec. It otherwise only gives that codec to videos of large creators. Your video doesn't have to be recorded in 1440p just rendered at it. There are a bunch of Videos explaining it, I'd recommend you to look it up!
@@TheRealLudwig legit recorded and did the edit without double checking obs. Some settings did not transfer over so the initial footage was low quality.
Codec aside, this is a bitrate issue. Bump it up and you'll get higher base quality, then use the 2k+ trick as needed.
I've given into the dark side and started using the Infinite Nudge mod. It's also terrific for getting rid of Z fighting by just vertical nudging by a single centimeter.
No z fighting mod exists... automate brother. it visually moves items on the same plane by a very very very small amount, just for rendering, without actually changing their real position in the world.
@@rawhide_kobayashi But then I can't pick which plane I want to win the fight. It's great for centering paint patterns when the foundations are 4m off. Also, I've got a z-fight that involves 3 sides of a small metal pillar and a half foundation. With Infinite Nudge, I can very slightly scale the pillar up in size so it wins the fight on all 3 visible sides.
v-vertical nudge? I'M IN.
@@atimholt you can though. it doesn't stop you from making more adjustments if you don't like which piece won.
use mods dont listen to any idiot
Coffee Stain really needs to add official curve technology...
Yeah if only to reduce the entity count in giant builds
There are 2 other methods I use:
1st is very simple, use a concrete barrier with its centre on the outside edge of curve, then turn it and place, add another to its end. Then place a foundation on the edge of the 2nd barrier in a line you placed and build delete the 2 barriers, a simple curve.
2nd is more complex but you can get some wonderful results: Zoop out a load of foundations in the area you want to have the curve (which keeps it world grid if started from that) and place a rail from the start of the curve and use it like drawing with a pencil till you happy with curve or S -bend, then delete foundations underneath and from below attach Concrete pillars, as they will snap underneath to shape of rail line. you can then use pillars as you wish attach a foundation , walls, what ever to them and delete pillars after, or keep and use a pillar wall, you can space out pillars attachment to say the light on side of rail directly below and another at a little notch that sticks out.
I'm sure there are other methos, but these are 2 main I use, give them a try see if you like them (hopefully I have described them ok).
I'm gonna give that rail method a try
I use the rail method pretty much exclusively. But I'm also mostly using curves where I'm using rails, so it make a lot of sense.
a wise alien entity once said "your curves are beautifull"
If you only zoop out a few foundations, you can make it a blue print. If you then place the blue print, you can zoop out from the edge.
I did that on the MK.2 blueprint, not sure its worth the hassle. Don't quite have a MK3 unlocked yet but I imagine that would be a great option at that point. Of course I was doing a full circle. Just realized while typing this comment, I need to do a quarter circle *DOH* thanks
that opening shot with the coated concrete lit up perfectly going around the waterfall is so cool looking man.
great video dude, i saw a tip recently about this same curve, if you go out 10 and 7m (so 1 ctrl nudge back from the edge), you get a perfect end to your curve.
Could you elaborate? Got a link?
Drop the sauce
There is actually a technique to make a blueprint of your last technique. I saw a video of some guy showing you could make very large blue prints with parts outside the BP Designer. You end up with a kind of guide wich is a full circle you can buid off of and easily delete as it's a blue print
I often use the last method with 10° curves. This way you can make much smaller curves that are in line with the world grid using the same method. And with 10° there is also a sweet spot where you do not see much overlap or gap.
Good tips; I prefer the 11 tile method but good to know 12 is useful too. When using the last method, a hoverpack is a huge help, keeping you safe but also maintaining the distances to do the different branches of the curve.
You can go out beyond 11 foundations now that we have the nudge tool. You place a Painted Beam in freeform mode, attached to the two corners on either side of the gap you're trying to close, centered vertically on the foundations so the beam is horizontal. Then you hover over it with a foundation until the hologram snaps to the beam, press H to hold the hologram in place, then nudge it until the foundation's positioned neatly in the gap between the two original foundations. From there, you can zoop foundations back towards the center of the circle until the entire length of the gap is closed, then dismantle the painted beam.
This works smoothly out to ~22-24 or so foundations, at which point every other foundation will be from your original circle, and in between each of them will be one full foundation filling in the gaps between 12 and ~22-24 foundations out from the center. You can then repeat this trick again and build out to another ~32-36 foundations, but as you build out you may need to alternate alignments on your filler foundation to prevent your filler foundations from slowly drifting out of alignment.
This painted beam method overcomes the limitation of 5 degree rotation increments, and it can be used in diverse situations. For example, if you do have foundations off of the world grid, you can use painted beams connecting the corners to bridge the gap. You can also do things like drag one sector of a curved path out 10 foundations and another out 11 foundations, then smooth out the transition from 10 to 11 by running a painted beam from the corner of the 11-foundation sector to the far edge of the adjacent 10-foundation sector, then placing foundations along the beam to create a smooth edge.
You can blue print it. The core of it. Just blue print the core, and you don't have to do the most tedious part anymore. Then anytime you need a curve, just place down your core blueprint, and then zoop foundations off that. to what ever you need.
Very helpful and to the point, Thank you Kylo!
Thanks for the tip! Actually started working on a train loop around the map, and I'm going to see if that last tip will stay on grid if I'm only turning between 30 and 60 degrees. I'm sure there's some tricks and numbers I'll find along the way.
To be clear, N-S and E-W will be straight on grid, I'm just planning on it ending up looking like an octagon instead of a square.
I have a few double 45 degrees turns that are far apart, but outside that I have not played with different angles too much.
So I seem to have a weird problem, my catwalks will only snap to the corner of the foundation, not to the catwalk I need to use to start the turn from the second method you showed.
it was crazy to me that they released 1.0 without curved road tool. I mean the principle is already in the game. Let it work just like with conveyors: pick foundation, press "r" until u enter "road" mode, press "e" to pick 1, 2, 4m wide and just drag it along like a conveyor! I mean it might not be a best tool, but it at least something
Euclidian curving! I'll try that in my build!
Really helpful! I like the highway!
Thanks goat
"mind the gap!" at 12 out, thanks for the video!
Keeping the type one curves on the world grid isn't too hard, you just have to build out only 45 degrees of the curve and then work back from the other end, letting them be a little bit off where they meet in the middle.
Super useful video as always
I guess I'm looking forward to build curves or angles but connect highway or rail support blueprints and how they connect with different curves + angles.
Awesome tips and tricks 😊👌
is it possible to maintain the world grid snaps an turn less than 90 degrees?
definitely earned a like and subscribe for this one damn
You said the third method can't be blueprinted, but couldn't it sort of can? not all the way to 12 of length but maybe shorter distances that you later make longer, it's still a lot of work but it's not as much
Stupid question. Why arent easy curves with foundations already in the game? They make curves with train tracks, conveyors... but not foundations. I mean the logistical part of the game is a HUGE part of what many people do in this game. Why not add it?
This is one of those things that I wish the devs would just put in a curve. This gives me a panic attack
Having built in curves would be a nice QOL, but there is a work around with these methods, and at least we have these!
Best way is with Curve Builder mod.
You actually can blueprint those large curves.
I hope the make it easier in the future im not lazy but man i simply cant find the time 😂
um, have you not unlocked hover pack yet?
Multiple worlds for build experiments and videos.
love this game, but it's ridiculous they released 1.0 without a decent way to make curves and round things, and the need to use mods to properly nudge stuff
I'm just going to wait until they add curves.
Then you will wait forever (they said they dont want to add curves specifically at all, also nothing that makes building them easier)
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Please add chapters to your videos!! ❤
Video Quality: 1/10 - Content: 10/10
now make beautiful curves going up and down with rails >.
That does not sound fun to my brain 😂😂
There is many videos like this and they all have the same mistake, this included.
It does not show it in practis.
Try to place down a rail, show how you build from one point to the next one.
Dude, why is the bitrate so low, even on the phone you can see that the picture just falls apart all the time and what's stopping you from recording a tutorial in creative mode or putting a wire nearby to hover instead of jumping all the time
Some people are never happy 🙄
Saxy palitra of color 😍