Render C1 structural variety: girder bridges, Ginza overpasses, JCT speeds, 3+3 widening
Four fidelity fixes, all verified in a live Studio datamodel (not just built): 1. Wire up the dead `bridge` flag. Circuit.luau marks 474 samples as bridge spans but nothing ever read the field, so every elevated metre rendered as the same slab on square columns. Flagged spans now get a steel box girder (鋼箱桁橋) with stiffener ribs under the deck, carried on a transverse pier cap and round columns at a wider pitch than the viaduct pillars. 2. Ginza 跨道橋. The Ginza section sits below street level in the filled-in 楓川・築地川 river beds and the surviving city bridges cross over it, their piers landing in the median. Adds the crossing decks, parapets and centre piers -- which is the physical reason lane changes are banned there, not just a paint choice. 3. Junction speed plates. 江戸橋JCT内 / 浜崎橋JCT内 / 京橋JCT-旧白魚橋乗継所 are posted 40 km/h, not the 50 km/h mainline limit; plates repeat more often through the short restricted stretches. 4. Shiodome JCT -> Hamazakibashi JCT widened to 3+3 lanes via widthAt(), with a taper (max ~1.7 studs/sample) instead of a step. Every fixed-width consumer -- deck, median, parapets, lane marks, signage offsets, skyline setback, finish line -- now reads widthAt() so nothing floats or clips. Verified headlessly (tools/verify_c1_fixes*.luau): girders 488 / 474 flagged samples, pier caps 85, columns 80 Ginza overpasses 7, piers 7, lateral offset from centreline 0.000 studs speed plates 40km/h x7, 50km/h x8 deck width Shiodome 81.5 vs Kasumigaseki 60.0 seam lip max 0.0006, road-surface raycast step max 0.260, 0 deck holes Two earlier "failures" were bad tests, not bad geometry, and the fixed harnesses document the traps: deck parts are pitched by CFrame.lookAt so Position.Y+Size.Y/2 is not the surface height (and LookVector is -Z, so the end faces are easy to swap), and a seam raycast must filter to the Expressway folder or it hits TunnelCeiling/MedianFence and reports a phantom 19-stud step.
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-- Verification v3: seam lip measured against the KNOWN shared sample point.
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--
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-- v2 still had a sign bug: Roblox CFrame.LookVector is the -Z axis, so a deck
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-- built with CFrame.lookAt(mid, mid+dir) has its FORWARD end at local
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-- z = -(Size.Z-2)/2 and its REAR end at +(Size.Z-2)/2. v2 had these swapped,
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-- comparing deck i's rear to deck i+1's rear -- a systematic error that
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-- reported a near-constant 5.2 on every sloped segment regardless of zone.
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--
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-- This version avoids guessing signs: for each deck it takes BOTH end faces,
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-- picks whichever is nearer the shared sample point b.pos in XZ, and reports
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-- the surface-height difference there. Sanity-checked against the flat-ground
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-- expectation and cross-checked with a downward raycast.
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local sss = game:GetService("ServerScriptService")
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local orig = sss:FindFirstChild("MapBuilder", true)
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local clone = orig:Clone()
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clone.Name = "MapBuilder_Verify3"
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clone.Parent = orig.Parent
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local okM, MB = pcall(require, clone)
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if not okM then
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clone:Destroy()
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return "FAIL require: " .. tostring(MB)
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end
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local okB, map = pcall(MB.build)
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if not okB then
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clone:Destroy()
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return "FAIL build: " .. tostring(map)
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end
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local Circuit = require(game:GetService("ReplicatedStorage"):FindFirstChild("Circuit", true))
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local samples = Circuit.samples
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local n = #samples
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local decks = {}
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for _, d in ipairs(map:GetDescendants()) do
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if d:IsA("BasePart") then
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local idx = d.Name:match("^Road_(%d+)$")
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if idx then
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decks[tonumber(idx)] = d
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end
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end
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end
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local out = {}
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local function line(s)
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out[#out + 1] = s
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end
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-- Top-surface height of deck `d` at the end nearest world point `p` (XZ).
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local function topAtNearestEnd(d, p)
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local half = (d.Size.Z - 2) / 2
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local best, bestD = nil, math.huge
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for _, z in ipairs({ -half, half }) do
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local w = d.CFrame * CFrame.new(0, d.Size.Y / 2, z)
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local dd = (Vector3.new(w.X, 0, w.Z) - Vector3.new(p.X, 0, p.Z)).Magnitude
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if dd < bestD then
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best, bestD = w.Y, dd
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end
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end
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return best, bestD
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end
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local worst, worstAt, worstGap = 0, -1, 0
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local lips = {}
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for i = 1, n do
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local j = (i % n) + 1
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local a, b = decks[i], decks[j]
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if a and b then
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local shared = samples[j].pos -- the sample both decks meet at
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local ya, da = topAtNearestEnd(a, shared)
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local yb, db = topAtNearestEnd(b, shared)
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local lip = math.abs(ya - yb)
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lips[#lips + 1] = { lip, i, math.max(da, db) }
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if lip > worst then
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worst, worstAt, worstGap = lip, i, math.max(da, db)
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end
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end
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end
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table.sort(lips, function(p, q)
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return p[1] > q[1]
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end)
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local top = {}
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for k = 1, math.min(5, #lips) do
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top[#top + 1] = ("i=%d:%.4f(%s)"):format(lips[k][2], lips[k][1], samples[lips[k][2]].piece)
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end
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line(("SEAM max lip=%.4f at i=%d (endpoint XZ err %.3f) -> %s"):format(
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worst, worstAt, worstGap, worst <= 0.30 and "PASS" or "FAIL"))
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line("SEAM top5: " .. table.concat(top, " "))
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-- Independent cross-check: raycast down onto the driving surface just before
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-- and just after each seam. A real step would show up here too.
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-- MUST filter to the Expressway folder only. Filtering on the whole map lets
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-- the ray hit TunnelCeiling / MedianFence / overpass decks on the way down and
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-- reports a bogus ~19-stud "step" that has nothing to do with the road surface.
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local rp = RaycastParams.new()
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rp.FilterType = Enum.RaycastFilterType.Include
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rp.FilterDescendantsInstances = { map:FindFirstChild("Expressway") }
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local rWorst, rAt = 0, -1
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for i = 1, n do
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local j = (i % n) + 1
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local p = samples[j].pos
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local fwd = (samples[(j % n) + 1].pos - samples[i].pos)
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fwd = Vector3.new(fwd.X, 0, fwd.Z)
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if fwd.Magnitude > 0.01 then
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fwd = fwd.Unit
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local h1 = workspace:Raycast(p - fwd * 3 + Vector3.new(0, 40, 0), Vector3.new(0, -120, 0), rp)
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local h2 = workspace:Raycast(p + fwd * 3 + Vector3.new(0, 40, 0), Vector3.new(0, -120, 0), rp)
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if h1 and h2 then
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local d = math.abs(h1.Position.Y - h2.Position.Y)
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if d > rWorst then
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rWorst, rAt = d, i
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end
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end
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end
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end
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line(("RAYCAST surface step across seams (+-3 studs): max=%.4f at i=%d -> %s"):format(
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rWorst, rAt, rWorst <= 0.60 and "PASS" or "FAIL"))
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map:Destroy()
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clone:Destroy()
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return table.concat(out, "\n")
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