[aps]gnat 28 Posted November 23, 2010 (edited) Invisible Road bits that lock together and are easy to see in V3 editor A long while ago I modified the standard Invisible Road bits so they; 1-Locked together, end to end, side to side. 2-Were visible as a 20m x 20m block in Visitor3 This makes it MUCH easier to lay Invisible Road bits. I only modified the MLOD files used for terrain editing (in P drive), not the PBO files etc used in the actual game directory etc. The modified p3d is NOT rolled into projects. It still references to "correct" BIS provided Invisible Road files everyone has. Works great, no clutter grows between accidental "cracks", ground is "smoothed" as well (ie runways). My Sands realease was proof it worked. Am I the only one to do this? Was there a better method I'm yet to hear about? Do people want my modified p3d files to help their editing? Crossing Runways with 2x wide Invisible Road blocks "underneath". Edited July 14, 2012 by [APS]Gnat Added note that it smooths ground Share this post Link to post Share on other sites
Robster 11 Posted November 26, 2010 As far as I know, you wanted to tell us all that: 1.- Invisible roads are a convenient method to avoid clutter on grounds; 2.- You made a custom autoadhesive piece of invisible road (cool); 3.- You could, eventually, release it for everyone interested... So, I still don't get it... 1.- Is this method better than painting mask and defining no character for clutter (whereas you may define smoke and rough amounts)??? 2.- Does this method affects IA walking (especially around airport and other relevant zones)? 3.- What is the real meaning or purpose of using such invisible roads within arma... ??? by now I am using invisible roads as leveler for some portions of terrain using "smooth roads" script and relative height and things like that... Cheers!!! Share this post Link to post Share on other sites
bushlurker 46 Posted November 26, 2010 Wow! Don't know how I missed this post... Very clever Gnat! I guess Robster's asked the obvious question already... does the smooth roads script work on them laid out like that? That would be handy!... I tried smoothing individually placed road parts once or twice, but the smooth roads script didn't seem to recognise them as viable "roads" unless I laid the invisible parts via the road tool first... B Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 26, 2010 (edited) Well it makes runways smooth, without a mask. @Robster 1 - Not sure 2 - No 3 - Not sure @Bushlurker Road script? sorry dont know. Try them yourself if you like. Rename your 2 existing CA/Roads2 files to ****.p3x or something, then copy these 2 files in. Difference between the 2 P3Ds provided ? .... not actually sure ;) http://members.iinet.net.au/~nrspence2/ArmAII/road_invisible_CA-Roads2.zip Edited July 14, 2012 by [APS]Gnat Share this post Link to post Share on other sites
icebreakr 3159 Posted November 26, 2010 One more idea is to use the default object invisible road and just copy one over another with moving one 50% up to cover the spaces, works too ;) Share this post Link to post Share on other sites
prowler.wolf 0 Posted November 26, 2010 (edited) Gnat;1794856']Do people want my modified p3d files to help their editing? Yes. YES. A million times YES :dancehead: Thank you :P Edited November 26, 2010 by prowler.wolf Share this post Link to post Share on other sites
Gnome_AS 10 Posted November 27, 2010 Thanks Gnat Will check it out here in a bit, seems clever. :) Share this post Link to post Share on other sites