Roads, Bridges, Tunnels and Traffic

Turn road lines into roads, set up AI traffic lanes, and build bridges, tunnels, road signs, street lights and guardrails.

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Set the road width

Select a road line in Objects and apply Buffer. Its radius is half the road’s full width: a radius of 4 meters makes an 8-meter road. A road needs a road assignment and a Buffer width to be exported.

Check imported road lines first. Correct sharp corners, missing links and crossings that should pass over or under each other. Imported OSM lines do not become roads until you assign them.

Keep traffic on the right

Euro Truck Simulator 2 exports drive on the right. Keep Traffic side set to Right in Collections → Roads. A project set to Left cannot be exported for this game.

Construct roads and lanes

Choose Road (7), select the road and open Road Constructor. Choose a Euro Truck Simulator 2 Roads collection, then add lanes, dividers and markings as needed. Use the Road tool to adjust lane additions, islands and junctions, and review each junction at close range.

Every road with an assignment and a Buffer width is built by Road Constructor and exports as a detailed road model with its lanes, markings, curbs, sidewalks and junctions. A road you have not changed in Road Constructor gets its defaults, such as two lanes. The exported road uses the game’s own asphalt, line, curb and sidewalk materials, so its look can differ from the texture preview in the Editor.

Road Constructor, Junctions, Islands, and Furniture describes the constructor’s controls in more detail; they work the same way for Euro Truck Simulator 2.

Set up AI traffic

In Road Constructor, set each traffic lane’s direction with its arrow button, which cycles through Forward along the road line (↑), Reverse against the road line (↓) and Direction not set (?). Signs and painted arrows do not set lane directions.

A lane left at Direction not set still gets AI traffic. If other lanes on the road have a direction, it goes the way fewer lanes go. If no lane has one, the road follows its OSM one-way tag, and roundabouts and motorways run one way; otherwise its lanes are shared between both directions.

AI cars, vans, buses and trucks drive your lanes, change lanes along the road and on bridges, and turn at junctions where the lanes connect. Review both directions through every junction.

The export leaves out a lane or a turn that is too tight for the game’s vehicles (a turning radius under 1.5 meters) or that leads nowhere, and names it in the export warnings. Widen the turn or separate the lanes that turn back. The export also warns about very steep slopes, where AI vehicles may brake; lengthen the approach or lower the climb. If no lane forms a complete route, the map still exports, without AI traffic.

Build bridges

Use the Road tool to raise the road’s profile and shape its approaches, then apply Bridge Constructor to add the deck, pillars and abutments. A raised profile alone adds no supports.

The export does not dig out the ground under a bridge. Sculpt the valley or the lower road so the deck clears it, keep pillars away from lower roads, and give ramps enough length for a smooth climb. In the game, drive over the deck and along any road beneath it.

Build tunnels

A tunnel takes a road or a railway under the terrain, straight from one portal to the other. Select the line, open Modifiers, choose Tunnel and apply it. You can apply the modifier before the line has a road; the Editor then shows Assign a road to build this tunnel.

Then open Tunnel Constructor from Collections → Roads, or from the Tunnel row of the selected object. Choose the wall Texture (Auto uses concrete) and the Opening: Auto width and Auto height follow the road, or set a width from 2 to 100 meters and a height from 3 to 50 meters. Select Update tunnel to apply your settings, or Reset to Auto to return to the automatic size.

Each portal takes its height from the road it touches, or from the terrain when no road meets it. Where the ground above is too thin to cover the tunnel, the export builds an open cutting with walls instead. The export marks the inside of a tunnel as sheltered from rain. A tunnel is left out only when neither end gets a height, for example when both ends lie outside the terrain, the line is a closed loop or it is too short; the road is then not drawn over the hill either. To remove a tunnel, select the line and use Remove (N) in the Tunnel modifier.

Place road signs and street lights

With Road (7) active, open Collections → Road Furniture. Select a junction, island or lane addition and click one of its furniture circles. Choose Signs or Lights and select a model.

Select a placed sign to adjust its position and rotation, and check which approach sees its front.

Fit guardrails

In Collections → Road Furniture, choose Guardrails and click two points on a purple roadside line. Select a family, then choose Apply guardrail. Guardrails export as continuous barriers along the road.

Review rails at curves, junction openings and bridge ends. To move an end of a run, select the run, click its endpoint sphere, click the new point on the line, then choose Apply. Use Remove guardrail to delete it.