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oktyabr

Rebuilding the installed MLODs for roads2?

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I think I've really gone and done it now... two weeks to get a working map and build directory and I think I've been staring at this screen too long...

I was having problems with a PBO and deleted the unPBO'd files I had in the wrong place and started over from scratch... somehow I accidentally deleted the P:/CA/roads2 directory too and now when I try to work with road networks in V3 I'm getting the "Object doesn't follow requirements for road object. (Are all the named points present?)" error... :butbut:

A quick search of these forums seem to reveal I've done some serious damage here? I tried "restoring" the roads2 folder from the Recycle Bin but I still get the error.

So in a nutshell, has anyone found an easy way to repair this, beyond starting over from scratch with a new install of all the BIS tools? Is there just one I can reinstall that will rebuild this back to working order? Anything I can download and dePBO or something?

Thanks in advance.

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Reinstalling the BIS Tools shouldn't overwrite anything in your project folders, but it will add back the roads2 mlods...

Tup

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ive had loads of errors i fix it by uninstalling bitools clear all temp folders delete your data layers folder in project folder

Then reinstall bitools reinstall all pbo with arma2p tool then xcopy bat and reload your saved pew reimport sat_lco reimport mask that's how i get it back every time i get a $%£^ up and it seems to do it a lot but a bit of fiddling sorts it out the more i do the more probs seem to come up lol

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Yup, reinstalling the tools worked. Thanks guys!

For anyone stumbling across this thread on a search or whatever:

There is a REASON your BIS Tools puts "Roads" and "Roads2" automagically in your P:/CA folder! If you delete or otherwise severely tamper with these folders or the files they contain you may end up destroying the respective MLODs which are used to "snap together" road sections and apparently the only way of fixing it (at the time of this post) is to reinstall the tools!

---------- Post added at 10:30 AM ---------- Previous post was at 09:44 AM ----------

That worked, I have roads in V3 and buldozer again... but I seem to have broken BinPBO with my reinstall!!!

I reconfigured it (removed *.wrp, unhooked "use source path", etc.) the same way it was before but now I get an MS error reporting dialog that BinPBO has encountered an error and must close. :(

I remember running into this when I first started but never figured out what fixed it. Any ideas?

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I reconfigured it (removed *.wrp, unhooked "use source path", etc.) the same way it was before but now I get an MS error reporting dialog that BinPBO has encountered an error and must close.

Are you sure you reestablished all your correct paths as well?? ...one "\" out of place in either "Addon Source directory", "Path to Temp folder" or "Path to Project folder" is enough to freak out BinPbo with no explanation...

?ticked the "Automatically" box???

Using the "Change" buttons to point to the right places is a good way of making sure the paths are correct - rather than typing them in all the time.....

B

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Are you sure you reestablished all your correct paths as well?? ...one "\" out of place in either "Addon Source directory", "Path to Temp folder" or "Path to Project folder" is enough to freak out BinPbo with no explanation...

?ticked the "Automatically" box???

Using the "Change" buttons to point to the right places is a good way of making sure the paths are correct - rather than typing them in all the time.....

B

Heh, that did it. I'm not sure where the problem was but going back through and using the "Change" buttons to select folders, as you suggested, did the trick!

Question about BinPBO: Does it need V3 and buldozer running to work or can you use it by itself (assuming Layers, .wrp and such are in place)?

Probably for a different thread: Somehow, when my road MLODs were messed up and I was trying to get it to work, I added an extra terminator to my map. It's not part of any existing road network but rather just sits there, on my map. I've tried selecting it with buldozer as an object but can't seem to get it. Is there a 'right' way to locate this stray keypart and delete it?

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Yeah... once you know where the right places are, using the change buttons to point to them saves dumb typos...

Question about BinPBO: Does it need V3 and buldozer running to work or can you use it by itself (assuming Layers, .wrp and such are in place)?

No... might even go faster without other unnecessary stuff running...

I've tried selecting it with buldozer as an object but can't seem to get it.

I had this exact problem once too, but I'm buggered if I can remember how I fixed it....

I have seen other people reporting the same problem though - so a bit of searching might turn something up.... might have to wade thru a lot of posts to find it though...

B

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Road pieces can't be selected in Buldozer (if they were placed as roads). I've noticed some of the roads2 konec pieces are probably missing a geo LOD, so they are invisible in Visitor.

Try to track down the exact place on the map where it is placed, and then draw a selection box around that area. You should see the konec piece selected in Visitor's info bar at the bottom - hit delete and it should go away.

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Road pieces can't be selected in Buldozer (if they were placed as roads). I've noticed some of the roads2 konec pieces are probably missing a geo LOD, so they are invisible in Visitor.

Try to track down the exact place on the map where it is placed, and then draw a selection box around that area. You should see the konec piece selected in Visitor's info bar at the bottom - hit delete and it should go away.

Thanks for the replies. The problem is that it is currently lying right on top of one of my actual road networks, a large one at that. I can see the texture of the termination in both buldozer and arma2... it looks like someone did some sloppy asphalt patchwork there and then spilled some white line paint on it ;)

Anyway every time I try to select it I end up with the network below it being selected instead.

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You could export just that one road section - then delete it temporarily - try to get rid of the offending bit, then just reimport that road net...

Track the road that's in the way back to the keypart it starts from... when you delete the road section, this part will be deleted too... so...

double click it - in the window that appears, note down it's type, orientation and X & Z positions exactly - then use the "Export Net" button to save the section somewhere. Click OK to get back out then just delete that whole section...

Afterwards - just reverse the process... place a new keypoint in the exact same spot using the coords you wrote down, then "Import Net"...

B

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Thanks B!

I'll have to give it go then. The major problem is that the road network is my "Isla Del Fuego Scenic Highway 1" and runs around the full perimeter of my island... maybe 30km total? Every other road I have ties *carefully* into this one (I'm not sure I'm doing it the right way)... I have like 12 different road objects right now. But I suppose that's the only way of getting rid of that errant piece...

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