granQ 293 Posted April 17, 2013 hm, got it all working but it's a bit off. I have a 25600x25600.. seems I need to do something right? Share this post Link to post Share on other sites
Snake Man 407 Posted April 19, 2013 This tutorial has now been added to PMC Editing Wiki: ArmA 3 - Road Painting in Global Mapper by ZeroG. Share this post Link to post Share on other sites
ZeroG 23 Posted April 21, 2013 (edited) Anyone havon issues seeing their roads ingame after the update? EDIT: seems to be a packing issue..grmblfx! Edited April 21, 2013 by ZeroG Share this post Link to post Share on other sites
m1lkm8n 411 Posted April 21, 2013 Anyone havon issues seeing their roads ingame after the update?EDIT: seems to be a packing issue..grmblfx! Did they release an update today? Because as of last night (Saturday) mine where working fine. I know one time when my roads were not loading somehow they changed location in global mapper. Not sure how that happened but as soon as I moved them back it was fine. Share this post Link to post Share on other sites
ZeroG 23 Posted April 21, 2013 Solved - it seems cpbo has stopped to pack things properly for me - just had to switch to BinPbo again. BUT they DID change the stratis config - have a look.... Share this post Link to post Share on other sites
egilsandfeld 7 Posted May 31, 2013 Hi guys. I hope you can help me. I'm trying to make my first terrain and I have the sat + mask + terrain displaying all fine both in Buldozer and ingame A3. Now I've come to making the roads. As I live i Denmark we have all roads in the nice shapefile format, so I've cutted the road net to fit my 1280 x 1280 terrain. I've tried following the guide from Zero, loading his .gmw in GM. Then I load the shapefile and rectify it so it overlays Zero's map in the bottom left corner: (I've pasted my road network on top of the 20x20km png in the bottom left corner as well) Then selected all road lines in the roads.shp layer, right click -> Edit, clear all attributes, and then add these to all files at once: _LAYER : City Road ID : 4 _ID : 1004 ORDER: 1 Also i select Unknown Line Type in Feature Type. I don't add any names to the entire selection though. And clicked in "Use Default Style for Selected Feature Type" Pressed OK. Everything seems alright, my roads are on top of the left bottom corner of Zero's map, and precisely over my own pasted road network which is pasted onto the big map. Then File -> Export Vector Format -> Shapefile -> Export Lines -> Save the Roads.shp at P:\ESG\Emdrup\Data\Roads. Keep the "Add Feature Type (LAYER) Attribute to DBF. Pressed OK In BinPBO my List of files to copy directly in options is: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.ext;*.fsm;* .wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*. sqm;*.bisurf;*.dbf;*.prj;*.shp;*.shx;*.cfg Click Pack and when Ready, I'll check pack log first: Cannot register unknown string STR_STATE_HEALSOLDIERCannot register unknown string STR_STATE_FIRST_AID Cannot register unknown string STR_UI_RADARRANGE Cannot register unknown string STR_ACTION_LAUNCHCM Cannot register unknown string STR_ACTION_NEXTCM Cannot register unknown string STR_USRACT_ACTION_CONTEXT Cannot register unknown string STR_USRACT_OPTICS_MODE Cannot register unknown string STR_USRACT_ZEROING_UP Cannot register unknown string STR_USRACT_ZEROING_DOWN Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11 Cannot register unknown string STR_DISP_LEFT Cannot register unknown string STR_DIFF_CAMERA_SHAKE Cannot register unknown string STR_FREETRACK Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON Cannot register unknown string STR_MSG_ADDON_NOT_FOUND Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation Updating base class ->UAV, by p:\esg\ca\air2\mq9predatorb\config.cpp/CfgVehicles/MQ9PredatorB/ Updating base class ->CH47_base_EP1, by p:\esg\ca\air_e\CH47\config.cpp/CfgVehicles/CH_47F_EP1/ Updating base class ->Animal, by p:\esg\ca\animals2\config.cpp/CfgVehicles/CAAnimalBase/ Updating base class ->Default, by p:\esg\ca\anims\Characters\config\sdr\config.cpp/CfgMovesBasic/DefaultDie/ Updating base class ->Default, by p:\esg\ca\anims\Characters\config\sdr\config.cpp/CfgMovesMaleSdr/States/Crew/ Updating base class ->Default, by p:\esg\ca\config.cpp/CfgSurfaces/Roadway/ Updating base class ->Wreck, by p:\esg\ca\config.cpp/CfgVehicles/PlaneWreck/ Updating base class ->Wreck, by p:\esg\ca\config.cpp/CfgVehicles/HelicopterWreck/ Updating base class ->NonStrategic, by p:\esg\ca\config.cpp/CfgVehicles/HouseBase/ Updating base class ->HouseBase, by p:\esg\ca\config.cpp/CfgVehicles/Ruins/ Updating base class ->DestructionEffects, by p:\esg\ca\config.cpp/CfgVehicles/House/DestructionEffects/ Updating base class ->Base, by p:\esg\ca\dubbing_baf\config.cpp/CfgVoice/BAF/ Updating base class ->StaticMGWeapon, by p:\esg\ca\misc3\WF\config.cpp/CfgVehicles/WarfareBMGNest_M240_base/ Updating base class ->CA_Magazine, by p:\esg\ca\modules\ARTY\config.cpp/CfgMagazines/VehicleMagazine/ Updating base class ->RscText, by p:\esg\ca\ui\config.cpp/RscLoadingText/ Updating base class ->RscPicture, by p:\esg\ca\ui\config.cpp/CA_Mainback/ Updating base class ->CA_Mainback, by p:\esg\ca\ui\config.cpp/CA_Back/ Updating base class ->RscText, by p:\esg\ca\ui\config.cpp/CA_Title/ Updating base class ->Ship, by p:\esg\ca\water2\Seafox\config.cpp/CfgVehicles/SeaFox/ Updating base class ->SeaFox, by p:\esg\ca\water2\Seafox\config.cpp/CfgVehicles/SeaFox_AllwaysEnemy/ Updating base class ->BulletCore, by p:\esg\ca\weapons\config.cpp/CfgAmmo/BulletBase/ Updating base class ->FlareCore, by p:\esg\ca\weapons\config.cpp/CfgAmmo/FlareBase/ Updating base class ->BulletBase, by p:\esg\ca\weapons\config.cpp/CfgAmmo/B_30mm_HE/ Updating base class ->ShellCore, by p:\esg\ca\weapons\config.cpp/CfgAmmo/ShellBase/ Updating base class ->RocketCore, by p:\esg\ca\weapons\config.cpp/CfgAmmo/RocketBase/ Updating base class ->RocketBase, by p:\esg\ca\weapons\config.cpp/CfgAmmo/R_GRAD/ Updating base class ->RocketBase, by p:\esg\ca\weapons\config.cpp/CfgAmmo/R_MLRS/ Updating base class ->NewTurret, by p:\esg\ca\weapons\config.cpp/CfgVehicles/StaticWeapon/Turrets/MainTurret/ Updating base class ->StaticMGWeapon, by p:\esg\ca\weapons\config.cpp/CfgVehicles/M2StaticMG_base/ Updating base class MainTurret->MainTurret, by p:\esg\ca\weapons\config.cpp/CfgVehicles/M119/Turrets/MainTurret/ Updating base class ->StaticMGWeapon, by p:\esg\ca\weapons\config.cpp/CfgVehicles/DSHKM_base/ Updating base class MainTurret->MainTurret, by p:\esg\ca\weapons\config.cpp/CfgVehicles/D30_base/Turrets/MainTurret/ Updating base class ->LaserTargetWBase, by p:\esg\ca\weapons\config.cpp/CfgVehicles/LaserTargetW/ Updating base class ->LaserTargetEBase, by p:\esg\ca\weapons\config.cpp/CfgVehicles/LaserTargetE/ Updating base class ->ReammoBox, by p:\esg\ca\weapons\config.cpp/CfgVehicles/WeaponHolder/ Updating base class ->1Rnd_HE_GP25, by p:\esg\ca\weapons\config.cpp/CfgMagazines/1Rnd_SMOKE_GP25/ Updating base class ->VehicleMagazine, by p:\esg\ca\weapons\config.cpp/CfgMagazines/520Rnd_23mm_GSh23L/ Updating base class ->VehicleMagazine, by p:\esg\ca\weapons\config.cpp/CfgMagazines/4Rnd_Sidewinder_AV8B/ Updating base class ->Pistol, by p:\esg\ca\weapons\config.cpp/cfgWeapons/M9/ Updating base class ->Default, by p:\esg\ca\weapons\config.cpp/cfgWeapons/GrenadeLauncher/ Updating base class ->RifleCore, by p:\esg\ca\weapons\config.cpp/cfgWeapons/Rifle/ Updating base class ->MGun, by p:\esg\ca\weapons\config.cpp/cfgWeapons/PKT/ Updating base class ->CannonCore, by p:\esg\ca\weapons\config.cpp/cfgWeapons/M168/ Updating base class ->CannonCore, by p:\esg\ca\weapons\config.cpp/cfgWeapons/GSh23L/ Updating base class ->LauncherCore, by p:\esg\ca\weapons\config.cpp/cfgWeapons/RocketPods/ Updating base class ->MissileLauncher, by p:\esg\ca\weapons\config.cpp/cfgWeapons/SidewinderLaucher/ Updating base class ->Default, by p:\esg\ca\weapons\config.cpp/cfgWeapons/ItemCore/ Updating base class MainTurret->MainTurret, by p:\esg\ca\weapons\M252_81mm_Mortar\config.cpp/CfgVehicles/M252/Turrets/MainTurret/ Updating base class MainTurret->MainTurret, by p:\esg\ca\weapons\Podnos_2b14_82mm\config.cpp/CfgVehicles/2b14_82mm/Turrets/MainTurret/ Updating base class ->ReammoBox_EP1, by p:\esg\ca\weapons_e\AmmoBoxes\config.cpp/cfgVehicles/Bag_Base_EP1/ Updating base class ->Bag_Base_EP1, by p:\esg\ca\weapons_e\AmmoBoxes\config.cpp/cfgVehicles/Tripod_Bag/ Updating base class ->ReammoBox_EP1, by p:\esg\ca\weapons_e\AmmoBoxes\config.cpp/cfgVehicles/USBasicAmmunitionBox_EP1/ Updating base class ->DefaultDie, by p:\esg\ca\wheeled\config.cpp/CfgMovesMaleSdr/States/Stryker_Dead/ Updating base class ->NewTurret, by p:\esg\ca\wheeled\config.cpp/CfgVehicles/Car/Turrets/MainTurret/ Updating base class ->Ural_Base, by p:\esg\ca\wheeled\config.cpp/CfgVehicles/Ural_CDF/ Updating base class ->UralOpen_Base, by p:\esg\ca\wheeled\config.cpp/CfgVehicles/UralOpen_CDF/ Updating base class ->UralReammo_Base, by p:\esg\ca\wheeled\config.cpp/CfgVehicles/UralReammo_CDF/ Updating base class ->Ural_Base, by p:\esg\ca\wheeled\config.cpp/CfgVehicles/Ural_INS/ Updating base class ->UralOpen_Base, by p:\esg\ca\wheeled\config.cpp/CfgVehicles/UralOpen_INS/ Updating base class ->UralReammo_Base, by p:\esg\ca\wheeled\config.cpp/CfgVehicles/UralReammo_INS/ Updating base class ->Kamaz_Base, by p:\esg\ca\wheeled2\Kamaz\config.cpp/CfgVehicles/Kamaz/ Updating base class ->Kamaz_Base, by p:\esgesg\emdrup\data\layers\p_001-001_n_l01.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-001_n_l01.rvmat esg\emdrup\data\layers\p_001-000_l00_n_n.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-000_l00_n_n.rvmat esg\emdrup\data\layers\p_002-000_n_l02.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_002-000_n_l02.rvmat esg\emdrup\data\layers\p_002-002_n_l01.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_002-002_n_l01.rvmat esg\emdrup\data\layers\p_001-002_l00_n.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-002_l00_n.rvmat esg\emdrup\data\layers\p_000-000_l00_l02.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_000-000_l00_l02.rvmat esg\emdrup\data\layers\p_000-000_l00_n.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_000-000_l00_n.rvmat esg\emdrup\data\layers\p_001-000_l00_l01_l02.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-000_l00_l01_l02.rvmat esg\emdrup\data\layers\p_002-000_l01_l02.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_002-000_l01_l02.rvmat esg\emdrup\data\layers\p_001-000_n_n_l02.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-000_n_n_l02.rvmat esg\emdrup\data\layers\p_001-001_l00_n.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-001_l00_n.rvmat esg\emdrup\data\layers\p_000-000_n_l02.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_000-000_n_l02.rvmat esg\emdrup\data\layers\p_001-000_l00_n_l02.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-000_l00_n_l02.rvmat esg\emdrup\data\layers\p_002-000_l01_n.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_002-000_l01_n.rvmat esg\emdrup\data\layers\p_001-002_l00_l01.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-002_l00_l01.rvmat esg\emdrup\data\layers\p_002-002_l00_n.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_002-002_l00_n.rvmat esg\emdrup\data\layers\p_001-000_n_l01_l02.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-000_n_l01_l02.rvmat esg\emdrup\data\layers\p_002-001_l01.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_002-001_l01.rvmat esg\emdrup\data\layers\p_000-001_l00.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_000-001_l00.rvmat esg\emdrup\data\layers\p_001-001_l00_l01.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-001_l00_l01.rvmat esg\emdrup\data\layers\p_001-002_n_l01.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-002_n_l01.rvmat esg\emdrup\data\layers\p_001-000_n_l01_n.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-000_n_l01_n.rvmat esg\emdrup\data\layers\p_002-002_l00_l01.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_002-002_l00_l01.rvmat esg\emdrup\data\layers\p_001-000_l00_l01_n.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_001-000_l00_l01_n.rvmat esg\emdrup\data\layers\p_000-002_l00.rvmat->P:\BIN_TEMP\esg\emdrup\data\layers\p_000-002_l00.rvmat Convert world p:\esg\emdrup\Emdrup.wrp -> P:\BIN_TEMP\esg\emdrup\Emdrup.wrp \ca\wheeled2\Kamaz\config.cpp/CfgVehicles/KamazOpen/ Updating base class ->Kamaz_Base, by p:\esg\ca\wheeled2\Kamaz\config.cpp/CfgVehicles/KamazReammo/ Updating base class ->Truck, by p:\esg\ca\wheeled2\MTVR\config.cpp/CfgVehicles/MTVR/ Updating base class ->MTVR, by p:\esg\ca\wheeled2\MTVR\config.cpp/CfgVehicles/MtvrReammo/ Updating base class ->V3S_Civ, by p:\esg\ca\wheeled2\V3S\config.cpp/CfgVehicles/V3S_Gue/ Updating base class ->Car, by p:\esg\ca\wheeled_e\atv\config.cpp/CfgVehicles/ATV_Base_EP1/ Updating base class ->LandRover_Base, by p:\esg\ca\wheeled_e\LR\config.cpp/CfgVehicles/LandRover_CZ_EP1/ Updating base class ->Car, by p:\esg\ca\wheeled_e\SUV\config.cpp/CfgVehicles/SUV_Base_EP1/ <world = "p:\esg\emdrup\Emdrup.wrp"> Bad version 54 in p3d file 'core\default\default.p3d' Bad version 54 in p3d file 'core\skyobject\skyobject.p3d' </world> Creating texture headers file... 32 texture headers saved to file "P:\BIN_TEMP\esg\emdrup\texHeaders.bin" w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1' Nothing to see here? Anyway, if I unpack my .pbo in C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@Emdrup\Addons and inside that atC:\Program Files (x86)\Steam\steamapps\common\Arma 3\@Emdrup\Addons\emdrup\esg\emdrup\Data\Roads I will find my 5 files: Roads.dbf;prj;shp;shx and the RoadsLib.cfg.RoadsLib.cfg: class RoadTypesLibrary{ class Road0001 { width = 30; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway.rvmat"; map = "main road"; AIpathOffset = 3; }; class Road0002 { width = 15; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat"; map = "road"; AIpathOffset = 2.5; }; class Road0003 { width = 7.5; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_road.rvmat"; map = "track"; AIpathOffset = 2.5; }; class Road0004 { width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat"; map = "track"; AIpathOffset = 2.5; }; class Road0005 { width = 5; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_path.rvmat"; map = "track"; AIpathOffset = 2; }; }; Haven't changed anything in there as well. If I load up the game and try my map the mask, sat and terrain is displayed like normal but there is still no roads!? So in my Config.cpp it's like this (Shortened): //////////////////////////////////////////////////////////////////////DeRap: Produced from mikero's Dos Tools Dll version 4.02 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class emdrup : config.bin{ class CfgPatches { class Emdrup { units[] = {"Emdrup"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"}; author[] = {"Egil Sandfeld"}; authorUrl = ""; }; }; class CfgWorlds { class DefaultWorld { cutscenes[] = {"Stratis_Intro1","Stratis_Intro2"}; class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class Grid{}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class Emdrup: CAWorld { cutscenes[] = {}; description = "Emdrup"; icon = ""; pictureShot = "ESG\Emdrup\data\em_menu_ca.paa"; worldName = "ESG\Emdrup\Emdrup.wrp"; plateFormat = "ML$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = 17.352; latitude = -48.964; landgrid = 100; newRoadsShape = "\Emdrup\data\roads\roads.shp"; class EnvSounds; class Sounds {.......... Anyway funny thing is that if I load up the shapefile from Stratis it looks like this (Zero+Emdrup to the right, Stratis road network to the left): I don't know what to do anymore. Just can't seem to get roads imported. What can I do? I can provide other information or data, if you need it to help me :butbut: Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 1, 2013 well from looking at what you wrote it should be _Layer ID ORDER _ID you have this: _LAYER : City Road ID : 4 _ID : 1004 ORDER: 1 also I uncheck add feature type(layer) attribute to dbf and by 'paste on top' of zerog's you mean rectify right? Share this post Link to post Share on other sites
egilsandfeld 7 Posted June 1, 2013 Yes I load Zerog's gmw file, add data file -> select my roads.shp. And then I rectify it like this: Hit Apply and then OK. It seems to be right on top of his left bottom corner. As for the attributes, I have done it like you, M1lk, wrote them in that right order: Name: _Layer Value: City Road Name: ID Value: 4 Name: ORDER Value: 1 Name: _ID Value: 4 In config.cpp does it have to be: newRoadsShape = "\Emdrup\data\roads\roads.shp"; or newRoadsShape = "ESG\Emdrup\data\roads\roads.shp"; or newRoadsShape = "\ESG\Emdrup\data\roads\roads.shp"; ?Inside A3 there's still no sign of any roads: http://dl.dropboxusercontent.com/u/9959158/4.png (2305 kB) I'm wondering if Zerog's location for his map is correct, as in my above post the Stratis road network were far far to the west of his map? Share this post Link to post Share on other sites
egilsandfeld 7 Posted June 1, 2013 * And I tried to uncheck both "Generate projection (PRJ file..." and "Add Feature Type (LAYER)" in GM at the export shapefile options. no luck :( Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 1, 2013 if this one is the complete path is should be it: newRoadsShape = "\ESG\Emdrup\data\roads\roads.shp"; somethings not right as your roads should be on top of th stratis ones if loaded right Share this post Link to post Share on other sites
egilsandfeld 7 Posted June 3, 2013 Well if I only extract Zerog's Zip file with the original gmw file, open it and load the Stratis shape file on top they are still far apart?! Thought they were meant to be on top of each other? The distance between Stratis road network and Zerog's 20480x20480RECTIFIED.png is about 665 km. I also tried changing the path to newRoadsShape to include \ESG\... Such a shame I'm starting to give up on this :( What else can I attach for you to help me? Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 3, 2013 They are supposed to be. I would try this just to see if it works If you select all your shape files. Right click and select move. Move them on top of the stratis roads. Remove stratis roads then export ur shape file and see if it works. Remember to make a backup so you don't mess up your original roads. If that's it then maybe zeros png needs to be re-rectified to the new coordinates. Don't give up! It's a pain but worth it in the end when your playing on an island you made! Share this post Link to post Share on other sites
egilsandfeld 7 Posted June 3, 2013 I already tried that putting in on top of southern Stratis, but as my map is only 1280x1280 it's not overlaying the entire Stratis. Does Stratis have a x,y = 0,0 somewhere? I can try other places above Stratis to see if it appears ingame? Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 3, 2013 It would be the very bottom left corner. Share this post Link to post Share on other sites
egilsandfeld 7 Posted June 3, 2013 Okay just so everyone is on the same page here: 1. Rectify my roads.shp to be placed on top of Stratis lower part: 2. Uncheck Stratis road map so left is only my own roads.shp (the one with 445 features): 3. Select all lines, right click and Edit... Inside I assign 4 attributes: _Layer is City Road ID is 4 ORDER is 1 _ID is 1004 4. File -> Export Vector Format, select Shapefile -> Check Export Lines and select my roads.shp to be here: P:\ESG\Emdrup\Data\Roads\roads.shp. Also uncheck Generate projection... and Add Feature to Type...: 5. Delete files in BIN_TEMP and my A3 game directory under my @Emdrup\Addons (a log and the pbo was there) 6. In BinPBO I have these following settings: 7. Also in config.cpp at P:\ESG\Emdrup I have changed it to "roads" with the lower case "r": newRoadsShape = "\ESG\Emdrup\data\roads\roads.shp"; 8. Pack! When "Ready" check file is present in A3 game folder. I also unpack the pbo to check there's a roads.shp inside there. Yep at: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@Emdrup\Addons\emdrup\esg\emdrup\Data\Roads I find my roads.shp file.9. Then run A3 with this command line: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe" -mod=@Emdrup -window -nosplash 10. Head into A3's Editor, select my map Emdrup and the Editor pops up with no roads, just the basic terrain topography. 11. Place my helo on the map and start it. Looks like this: http://dl.dropboxusercontent.com/u/9959158/10.png (1602 kB) Nothing. Must be something with the coordinates or something as Zerog's png is not on top of Stratis? Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 3, 2013 When you select all the lines and add the attributes does it actually change each individual line? Double click on a few different lines and see what attributes are under the selection box. Also I don't think (and I could be wrong) that, that shape file is one complete ,let's say ,object. It's most likely mAde up of tons of individual line segments. So you probably can't select them all and make every object _ID 1004. Each road needs its own individual _ID number. To test and make sure I would save a copy of your workspace as a different name. Then delete your shape file and draw one road down the middle with those attributes labeled above. Also I know when drawing the vector lines it tags them with the length and coordinates. Those need to be deleted. If you cant figure it out I have a same size test map. Throw your global mapper workspace files up somewhere and I can take a look for you. Share this post Link to post Share on other sites
egilsandfeld 7 Posted June 3, 2013 Thanks for helping me out, M1lk! All the lines are individual lines so I learned not to type them all as __ID: 1004. So that's one mistake there. I have attached the simple zgm.gmw + my edited png which should be rectified. If you have the time to look at it, it's here: http://dl.dropboxusercontent.com/u/9959158/ZGM-Edited.rar I have one line in there which should have __LAYER set to City Road ID set to 4 ORDER set to 1 __ID set to 1001 What am I doing wrong? Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 4, 2013 ok so your roads work fine with zeros rectified image :) http://i.imgur.com/G8g8dPY.jpg obviously you want to remove the grid before exporting the shapefiles otherwise you get what you see there :) the problem was for _Layer and _ID you had two __ of those underscores. there should be only one underscore remove the dup and your good to go my friend Share this post Link to post Share on other sites
egilsandfeld 7 Posted June 5, 2013 Removed the double _ before LAYER and ID, but it still didn't work :( I really have no clue what I'm doing wrong, I'm really starting to give up on this after about 40 hours of trying. I see you using Transverse Mercator and not UTM in global mapper? Does that have something to say? Might as well just use my time on something easier than to struggle with this, as my balance between problem solving and solutions are so off :( But thanks for taking your precious time trying to help me, M1lk :) Much appriciated! Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 5, 2013 honestly all I did was open your shapefile. go file, export vector format, select shapefile then when the box pops up select export line and where you want the files to go. leave generate prj file... checked uncheck add feature type and hit ok. maybe its something in your config. zip your files and post them if you want and ill have a look for you, but if this is your first map perhaps it may be easier to try and map one for arma2. its already confusing enough why confuse yourself even more with all this added hassle with an alpha version and no updated tools Share this post Link to post Share on other sites
egilsandfeld 7 Posted June 5, 2013 (edited) You might be right about the time is not perfect for starters. I think I'll set this project on standby until A3 is out and Visitor and tools are more up to date, and then try again. Guess I'm back to the battlefield then ;) Edited June 5, 2013 by EgilSandfeld Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 5, 2013 I wouldn't totally give up. Give arma 2 map making a shot Share this post Link to post Share on other sites
IsrTGMahalGroup 10 Posted June 10, 2013 Looking forward to it!! Share this post Link to post Share on other sites
ZeroG 23 Posted September 22, 2013 I updated the package today, as obviously 32km may be a wanted size when Altis gets boring. Get it HERE. Share this post Link to post Share on other sites
mr pedersen 41 Posted September 24, 2013 (edited) Is it possible to get the roads to show up om VISITOR 3? Buldozer? Roads working fine and look good ingame, thx alot!! :) Edited September 28, 2013 by Mr Pedersen Share this post Link to post Share on other sites