@Vassago that's nice little trick You've got there :) @Vig that's exactly what i've done. correct me if i'm wrong but this way makes the borders of a road go either over the terrain or below it, as only the base spline is tangent to the surface. Vassago's way deals with that as it creates a quatstrip that has vertices…
Vassago, how have You dealt with the streching problem after apllying the spline mapping and aligning the verts vertically? one way is to stretch the whole thing in V dimension, so that each 'segment' has it's own 0-1 texture space(or at least one tilable road image). that approach is a bit lame but i cannot think of any…