Jump to content
Sign in to follow this  
ZeroG

ZGM Roadpainting source files for Global Mapper

Recommended Posts

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

Anyone havon issues seeing their roads ingame after the update?

EDIT: seems to be a packing issue..grmblfx!

Edited by ZeroG

Share this post


Link to post
Share on other sites
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

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

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:

1.png

(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_HEALSOLDIER

Cannot 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 at
C:\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):

2.png

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

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

Yes I load Zerog's gmw file, add data file -> select my roads.shp. And then I rectify it like this:

3.png

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

* 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

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

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

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

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

Okay just so everyone is on the same page here:

1. Rectify my roads.shp to be placed on top of Stratis lower part:

5.png

2. Uncheck Stratis road map so left is only my own roads.shp (the one with 445 features):

6.png

3. Select all lines, right click and Edit... Inside I assign 4 attributes:

7.png

_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...:

8.png

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:

9.png

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

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

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

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

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

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

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 by EgilSandfeld

Share this post


Link to post
Share on other sites

I wouldn't totally give up. Give arma 2 map making a shot

Share this post


Link to post
Share on other sites

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

Is it possible to get the roads to show up om VISITOR 3? Buldozer?

Roads working fine and look good ingame, thx alot!!

:)

Edited by Mr Pedersen

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×