ssg-jordan 10 Posted April 20, 2015 Part 4: Config Last thing we need to make sure is to get the roads working ingame. In your island config make sure you have this (with your correct paths of course) newRoadsShape = "\sfp_roso_c\data\roads\roads.shp"; All done! :) Erm can I ask sir/madam where is the island config located. at the moment I am having the following problem "Surface not found - Shape layer "dirt roads" : surface "dirt" in mapframe "fortcarver" was not found. Shape layer surface was reset" Help, would be lovely. Share this post Link to post Share on other sites
kykce 0 Posted August 23, 2015 Please help!I done roads like in this tutorial or in https://www.youtube.com/watch?v=AGSdrClCH50&list=PLUiViqS-dLHruCtyGL_bHrYDgmgkNV2E5&index=7 I see roads in buldozer, but in-game roads are disappear! Where is a problem?in config i have this newRoadsShape = "abc\abc_sample\data\roads\roads.shp"; Share this post Link to post Share on other sites
jakerod 254 Posted August 29, 2015 I'm assuming that abc_sample is the terrain that you are packing. If you're using the standard roads then the only other thing that should be required is that you have a file called "roads.shp" in the folder specified on that line. That should be the only requirement. Share this post Link to post Share on other sites
jakerod 254 Posted August 29, 2015 There is... :( Can you post your editor.sqs with the line to your roads in buldozer? Also can you post the location that your WRP is saved to? Share this post Link to post Share on other sites
xbelanch 11 Posted May 19, 2016 I know it's an old thread but I'm at the same point like kykce: I see the roads on Buldozer but not ingame. any way to fix it? Fixed! Share this post Link to post Share on other sites
RoF 240 Posted May 20, 2016 I know it's an old thread but I'm at the same point like kykce: I see the roads on Buldozer but not ingame. any way to fix it? Do you have it in your config.cpp? newRoadsShape = "\rof\rof_kintyre\data\roads\roads.shp"; Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 21, 2016 Has anyone got a working method for the ground under the roads, to flatten. Ive tried with TERRAIN PROCESSOR, it goes through the action of doing it but does nothing to the terrain. Share this post Link to post Share on other sites
RoF 240 Posted May 21, 2016 Has anyone got a working method for the ground under the roads, to flatten. Ive tried with TERRAIN PROCESSOR, it goes through the action of doing it but does nothing to the terrain. Did you import the file that terrain processor makes into Terrain builder, then rebuild terrain in mapframe properties? Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 21, 2016 Did you import the file that terrain processor makes into Terrain builder, then rebuild terrain in mapframe properties? Yes imported new height map and refreshed it. Then hit rebuild, still no joy. Share this post Link to post Share on other sites
RoF 240 Posted May 21, 2016 Yes imported new height map and refreshed it. Then hit rebuild, still no joy. I had this on my map, I had to import the shape file into global mapper, then export it from that. Then load that file into TP. I don't know if its to do with having loads of long roads or something? Every test map I've did since I've never had trouble, but they have been a lot smaller... 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 22, 2016 .SHP from TB are not compatible with Terrain Processor !!! (Really ...) Open your .shp from TB in Qgis and export it again to .shp ( ESRI shapesfiles) https://forums.bistudio.com/topic/183779-terrain-processor/?access_token=32e3184bfd14088c0d534eabb6be652f282c792fe8628e5c20b93f5207b8fe5e9b5f7bd1bcb5172fabfdc38e5980d46e#036;b9da1fc08ead57bb85201105fa7e84ee&refresh_token=0bdee49c201f56f33029b813eca7a997e59feff344762a6340f5165298c8a68ee4839826cdb7a45c78d737a9673c0dfd$38ce2eb91404f998cf9abc7d90d5eb16 Share this post Link to post Share on other sites
Richie 330 Posted May 22, 2016 Has anyone got a working method for the ground under the roads, to flatten. Ive tried with TERRAIN PROCESSOR, it goes through the action of doing it but does nothing to the terrain. Export your height file from TB, use that as the source for TP, don't use the source files that you imported to TB. Then after TP you import the newly created height file that TP exported, refresh and rebuild, job done. It does work without needing any additional software. 1 Share this post Link to post Share on other sites
RoF 240 Posted May 22, 2016 It does work without needing any additional software. That's the thing sometimes it don't! I had random roads that would just not flatten, no matter how many times I ran it through TP. Loaded up the shape file in global mapper then exported and used that file and TP did it fine. I'm not the only one to have had to do this, TP is just a buggy mess. It crashes randomly and you don't even get a error message lol Share this post Link to post Share on other sites
Richie 330 Posted May 22, 2016 TP is just a buggy mess. It crashes randomly and you don't even get a error message lol Very true, I found doing smaller sections of long roads works, then manually smoothing any joins with L3DT if required, depends how long your roads are. Forests are even worse, large sections or tight clusters is a nightmare. Share this post Link to post Share on other sites
valdark 10 Posted May 25, 2016 Export your height file from TB, use that as the source for TP, don't use the source files that you imported to TB. Then after TP you import the newly created height file that TP exported, refresh and rebuild, job done. It does work without needing any additional software. Yeah, a lot of this confusion comes from the fact that BI documents the need of third party software on the BI wiki https://community.bistudio.com/wiki/Terrain_Processor:_Tutorial Share this post Link to post Share on other sites
pvt. partz 248 Posted September 30, 2016 So many great tips in this short thread. Thank to the more experienced for hanging around! If so make sure the snap button is on and the vertices are near each other. Select the two verts and right click then select join selected vertices ...You don't even really need to right click/snap, all you need to do is drag one point in close proximity, and it will "snap" right to it. New feature in the latest update? Note: for those just learning (like me), the "snap" feature in on the top bar menu and looks like a magnet. question related to this thread: I am drawing one of the main roads, which is quite long. As I am clicking my point, my shaky mouse finger suddenly "creates" the road before I am finished laying it out. Since I have snapped all of the segments together, is it possible to group them so that it becomes one road, and if so, how? or......if I accidently create the road before I am finished, how can I resume that road? I wonder if it would be possible to disable the "double click to finish" feature and change it so that you have to hit "enter" to finish a line or shape poly in futer BI tools updates? Maybe I'll drop a hint on that forum. Share this post Link to post Share on other sites
RoF 240 Posted October 1, 2016 You click the end dots of the roads you want to join, then right click and do "join" it joins it into one. :) Share this post Link to post Share on other sites
jonnyetiz 10 Posted May 3, 2017 What about making roads with e76? And crossroads? Share this post Link to post Share on other sites
jonnyetiz 10 Posted May 3, 2017 How about intersections? Share this post Link to post Share on other sites
Richie 330 Posted May 3, 2017 12 hours ago, jonnyetiz said: What about making roads with e76? And crossroads? e76 are objects, not shapes so you'll have to treat them as such and line the crossroads up manually using the right object for the job. Share this post Link to post Share on other sites
Mustang_185 120 Posted June 9, 2017 On 20.07.2014 at 3:29 PM, jens198 said: OK, I reworked my map and have now everything set to 200000e and 0N. Made my roads layer, did a polyline road and set the database entries as desired. The current result is, that I can see the shape of the road on the ingame map, but I get an error on loading the map, that "a3\roads_f\roads_ae\data\surf_roadtarmac_main_roa d_end_ca.paa" is missing. Once the map is loaded, I can see the road ingame, but of course the texture is missing. Any ideas? Jens Hi guys, I'm having the same problem as Jens198. When launching buldozer I get the 'cannot load texture a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa.' There should be no typos in RoadsLib.cfg (I've copied the file granQ has kindly provided in this topic), so what could be the cause? I've already checked if I followed all the steps mentioned above, but everything seems to be in order. I would be grateful for any advice. EDIT Nevermind, solved. A simple rookie mistake, as I thought. Buldozer could not load textures, because there was no a3 folder in my p:\ drive. I'm following Atlas guide and for some reason exporting game files wasn't mentioned ;) Everything works now. Share this post Link to post Share on other sites
LoRo 174 Posted April 8, 2019 Use the forum search engine and I can not find anything to help me, I do not know if it is appropriate to create a new post ... I follow all the steps of several tutorials and I can not see the roads in the game, nor does it appear any error Import roads from QGIS (downloaded from openstreetmap, through Global Mapper) Then delete all the unnecessary fields and add the ID Copy the RoadsLib.cfg from Stratis class RoadTypesLibrary { class Road0001 { width = 14; 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; order=1; }; class Road0002 { width = 10; 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; order=2; }; class Road0003 { width = 10; 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; order=3; }; 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; order=4; }; class Road0005 { width = 7; 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; order=5; }; class Road0006 { width = 7; 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; order=6; }; class Road0007 { width = 7; 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; order=6; }; class Road0008 { width = 7; 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; order=6; }; }; Export shapes from TB: and I added the following line in the config.cpp: newRoadsShape = "\MLV_San_Carlos\data\roads\roads.shp"; My map is too big (80km) to open in the BD, the roads could be seen loading more small mapframes in specific sectors? I have my island splited in several addons, can it affect something? I do not know what I can do wrong, try exporting by layer and by selection, re exporting .WRP, with or without ORDER number, or with ORDER from RoadsLib.cfg This last file I have to link it from somewhere? Or the ARMA already knows its name and where to locate it? Share this post Link to post Share on other sites
RoF 240 Posted April 9, 2019 No point making smaller map frames, roads won't work on any of them but the bottom left one. Ross done an up to date QGIS guide and that has about doing roads https://pmc.editing.wiki/doku.php?id=arma3:terrain:qgis-real-world-data-tutorial Share this post Link to post Share on other sites