hdchristopher 11 Posted December 12, 2014 (edited) Guys, I have a wierd problem that I cant diagnose. I fire up TB, import my height,mask,normal and sat images, do all my calculations like grid size, etc, generate layers, export wrp, run pboproject. Everything works great. Then start up ARMA III, load my map in editor, and I have this mysterious road laid out on my map. Problem is I havent even drawn any roads, nor do I even have roads folder in the data folder. No mention of roads in my cfg file either. This has happened on the last 3 maps I have tried to make, I cant seem to get rid of it. Also should mention there are no road layers listed in TB. Edited December 12, 2014 by hdchristopher Share this post Link to post Share on other sites
schultzit 65 Posted December 13, 2014 I'm pretty sure your config is inheriting from Altis or Stratis and you didnt specify your map's shapefile, am I right? Share this post Link to post Share on other sites
m1lkm8n 411 Posted December 13, 2014 That's exactly right. If you copied the stratis config the put a // in front of the newroadshape= part in the config Share this post Link to post Share on other sites
hdchristopher 11 Posted December 13, 2014 Here is my config #define _ARMA_//Class config.bin{ class CfgPatches { class A3_Map_ofc_test { units[] = {"ofc_test"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Stratis"}; }; }; class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld: DefaultWorld { class Grid; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Overcast; }; }; class Stratis: CAWorld { class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class ofc_test: Stratis { cutscenes[] = {}; author = "HD Christopher"; description = "Test"; //pictureMap = "ofc_test\data\picturemap_ca.paa"; //pictureShot = "ofc_test\data\.paa"; worldName = "ofc_test\ofc_test.wrp"; startTime = "12:00"; startDate = "11/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 72.4111; latitude = 7.3133; //south is positive elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 10240; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.h" class Names { }; }; }; class CfgWorldList { class ofc_test{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" there is no mention of newroads Share this post Link to post Share on other sites
schultzit 65 Posted December 13, 2014 (edited) Here is my configthere is no mention of newroads .. so, since you're inheriting from Stratis, it's picking that parameter from Stratis config and loading Stratis roads! You could create a simple polilyne anywhere on the map, export it and add this line to your config: newRoadsShape = "\yourtag\yourproject\data\roads\roads.shp"; (you can insert it in the blank line after minRocksInRockSquare = 2; ) I don't know if you could have a blank roads.shp , but this fixes it If you plan on adding roads on your map, you have to go this way! MISTERY SOLVED! :D Edited December 13, 2014 by Schultzit Share this post Link to post Share on other sites
hdchristopher 11 Posted December 13, 2014 So, I see, if I remove the Stratis references then the roads will not exist? Thanks guys Share this post Link to post Share on other sites
m1lkm8n 411 Posted December 13, 2014 Yes and oops. Actually the information I provided is wrong :o if you put the // in front of that line it will blank it out and still inherit from statis. The only way to remove the stratis roads is to have your own shapefile like Schultz says Share this post Link to post Share on other sites
badluckburt 78 Posted December 13, 2014 I still need to try this but it might be possible that this will work too: newRoadsShape = ""; Share this post Link to post Share on other sites
schultzit 65 Posted December 13, 2014 So, I see, if I remove the Stratis references then the roads will not exist? Thanks guys No wait, you still want to inherit from Stratis, you just need to define your own newRoadsShape Share this post Link to post Share on other sites
Vcz 10 Posted December 13, 2014 Hey, try with this config. #define _ARMA_ class CfgPatches { class A3_Map_ofc_test { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"}; magazines[] = {}; ammo[] = {}; }; }; class CfgVehicles{}; class CfgLensFlare { flareSizeEyeSun[] = {0.2}; }; class CfgWorlds { class DefaultWorld { cutscenes[] = {}; 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 ofc_test: CAWorld { cutscenes[] = {}; author = "HD Christopher"; description = "Test"; //pictureMap = "ofc_test\data\picturemap_ca.paa"; //pictureShot = "ofc_test\data\.paa"; worldName = "ofc_test\ofc_test.wrp"; startTime = "12:00"; startDate = "11/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 72.4111; latitude = 7.3133; //south is positive elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = ""; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 10240; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.h" class Names { }; }; }; class CfgWorldList { class ofc_test{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" But if you still want to inherit stratis config map, just add "newRoadsShape = "";" as it's already said by the others. ;) Share this post Link to post Share on other sites
hdchristopher 11 Posted December 13, 2014 Thanks for the help everybody, putting this in newRoadsShape = ""; fixed it.I really appreciate everyones help on this forum. It's good to know that I have somewhere to turn when I run into trouble. You guys are the best! Share this post Link to post Share on other sites
schultzit 65 Posted December 13, 2014 You now have to share some WIP pictures of your terrain in exchange! :D Share this post Link to post Share on other sites
tazmania720 16 Posted February 23, 2015 Thank you all for this! I had the same thing happening to me and this fixed it. Share this post Link to post Share on other sites