I wanted to start a seperate thread for the areas of the map that aren't part of someone's block and are not the center column/square area... namely the roads and outlying cityscape.
Here's a quick shot of some of the work I've been doing on the roads... I've done a lot more, but that'll be seen in the upcoming test-build...
A quick note: the street lamps and the "no entry" sign are temporary/WIP.
Here's how I'm doing the roads, in case folks need to know for their own planning or whatever....
The road is one texture. Period. I'm using Dante_uk's road... I haven't altered it at all.
Then, for all of the lines and markings on the road, I'm using the typical id decal... with one modification so that the textures aren't "fullbright," which is that I'm doing a "blend diffuse" instead of a "blend add" in the appropriate shader stage. This means that all of the cracks and bumps in the road normalmap itself are not lost, there's no brain-teasing effort to line up textures and have them look nice around bends, etc. It's all very simple patchmesh work... and one final plus is that the textures I'm using for the road are all 128x128 or less, and most of them are just stretched and repeated to give the proper effect. This means, of course, that the road detail is taking up very little texture memory outside of the "road" texture itself.
Also, I've researched some of the various London traffic markings and have created decals for most of them... "no clogging," red zones, zebra crossings, toucan crossings, those thin double-yellow lines that sometimes are seen along the curbs, etc. Again, since everything is made of patches, it's really easy to line everything up and never lose texture quality or alignment.
Let me know what you think.