digitalcenturion 20 Posted February 18, 2015 Hi guys, another day another problem it seems. I was adding in the last of my roads yesterday when I noticed a catastrophic loss of performance when I launched buldozer to check my handiwork. Same problem in-game, combined with heavy visual glitching and LOD switching. I have no idea however what made this mess.. do you guys? The roads seem fine. I tried to disable the layers that were recently added, re-exported my road shapes using the selection toggle option. But same problem.. All of my roads are imported via Globalmapper from a real map, could anyone of them be "damaged" or faulty in some way? There are many, MANY roads to go trough.. I am trying to pin down the problem now but thought it prudent to ask if anyone else had the same issue... Share this post Link to post Share on other sites
badluckburt 78 Posted February 18, 2015 Screenshots of the map in Buldozer and TB may provide a clue but one thing that came to mind, maybe the roads are duplicated upon import? As in you have several stacked on top of each other. Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 18, 2015 Yeah I thought so too but there doesn't seem to be any of that. When I changed the editor.sqs to not point at the correct road file anymore (ie no roads loaded) it works fine again. What I do not understand is why it does not work when I export only the previously working layers... Mysteries.. Share this post Link to post Share on other sites
badluckburt 78 Posted February 18, 2015 I suppose one thing you could do, if you know how many roads or shapes there should be, is export the layer to a textfile and check the output. If you see a lot more stuff than there should be, there's definitely something wrong in the pipeline. Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 18, 2015 Hmm I right clicked on the faulty shape layers and chose reverse vertex order and it seems to be working now, doing them one by one to make sure tho. Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 19, 2015 There was deff something wrong with my roads, reimported from an older file and reworked and it seems to be OK now. I got similar symptomps when trying a certain church-hopping dynamic SP mission on my map though: extremely low fps, visual glitching etc etc. Related to some script trouble with my map, I guess? Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 19, 2015 Ok, so now the maps CTDs arma 3. great. Last lines of the rpt log 19:51:25 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 19:51:25 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 19:51:38 No owner .... Share this post Link to post Share on other sites
m1lkm8n 411 Posted February 20, 2015 Well the tree thing has been there since alpha. I told dwarden about it way back when. Even offered to fix it. Those are prob not the cause. Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 21, 2015 Does anyone know of how I can in Globalmapper or some other program delete all attributes from a shapefile? I think there are some attributes that might cause problems. ALso when I import roads from Globalmapper sometimes the ID and ORDER fields are set to text instead of integer or float. It seems to work in buldozer just fine but I got a CTD ingame when I tried to load up my map. Share this post Link to post Share on other sites
m1lkm8n 411 Posted February 21, 2015 Honestly I don't think the text and integer thing makes a difference. Making roads in gm was how I did it back in alpha and I never had a problem with the exported roads shape. Share this post Link to post Share on other sites