
This allows us to create a connected graph with nodes and edges.įor each node, we can set the corner type that determines how corners are rendered, but it will only affect nodes with exactly two adjacent edges. When two endpoints are moved close enough together, World Builder automatically connects the two segments and merges the endpoints into a single one. Individual road segments of the selected type can be created by dragging the mouse from a start to an end point. There are quite a lot of different roads available in Zero Hour - we'll look into their definitions later on, but for now, let's just create a simple road network. First we have to select one of the predefined road types. We'll start by creating a test map in the World Builder for Command & Conquer Generals Zero Hour to explore the different road types and their features. Part 8: Rendering crossings (continued).Part 3: Building a graph data structure.



This is the first post in a series describing the journey. Figuring out how to render the roads correctly in OpenSAGE turned out to be a little more challenging than expected.
