@zwzsg: Hey, cool, thanks. I'll take a look at it- maybe a new model to go with whatever sure-to-be-cool script you've done? After all, the model's the easy part...
@kaiserj: Here are a few answers:
question : these cities are all built using LUA ingame if i'm not mistaken... what happens with a LUA crash?
Basically, everything is all right. All World Builder scene elements are Units (not Features, with very few exceptions), and, like the Units that you're actually playing with, they continue to function, even if LuaUI / LuaGadgets locks up for some reason. That said, while I've seen plenty of crashes due to my own mistakes while programming this stuff, I've never seen one that was caused by World Builder elements after the initial scripts run, primarily because it just doesn't really use a lot of Lua after that (except for a few very minor things).
question : have you considered using vector paths to draw your roads?
Using vector paths, no. Drawing them entirely with OpenGL, yes. However, there are a lot of obstacles to doing so, and I have yet to find solutions for many of them. So, for now they use Spring's native code for handling groundscars, etc., which isn't perfect but works for most people and conforms to the ground, etc. correctly.
Building a system that allows for totally freeform road-building like you're describing is theoretically possible (atorpy's L3DT has some tools to do it, for example) but I'm totally unfamiliar with this area of computer science, and I don't think I'm likely to solve that problem. Given that World Builder is Open Source, it's certainly possible that somebody might be willing to lend time coding that for it at some point.
request : would it be possible to build a featuremap file \ TDF structure for a map using worldbuilder?
Essentially, that's how it works, only instead of writing a bitmap with a special encoding, etc., like the current featuredef format for SMF, it writes a Lua script the does the placement during GameStart.
This has lots of advantages:
1. If you don't like the results, editing it is easy, fast and intuitive. Just fire up the map in the Editor, change the map, save the script, and you're done.
2. You can port a script from one build of your map to another completely transparently.
3. You, as a mapper, don't have to worry about editing text files, etc., as that's already set up.
4. Most important of all: you never, ever have to recompile the map to see the results! So, for example, if you place a house on the side of a hill, and it looks bad because the hill clips the house too much in the spot you picked... just delete the house, and put a new one in, right there in Spring. Much, much more efficient workflow, because it's WSIWYG.
request : could you make the buildings etc available as a feature pack for mapmakers not using worldbuilder?
I have no intention of doing that, because I see no real advantages. World Builder was developed largely because I was unhappy with the way that Features were handled. They can't be animated, until Spring 0.77, they weren't using LOD in a way that made any sense, and even now they're not nearly as efficient, object for object, as World Builder stuff. It takes a lot of precious CPU to show huge, complex scenes like a city to people, so I've done a bunch of things to make it faster that you just can't do with Features. Plus they can blow up, make sounds, interact with players in any way game designers feel like, etc., etc., etc., which Features can't really do.
That said, it's an Open Source project, and I certainly wouldn't have any objection to someone else doing that, if they thought it was useful.