sama 67 Posted July 27, 2015 hi all Working on a basic island to get the hang of it all before tackling something a bit more involved.It seems i have a road appearing in bulldozer stretched across my map,tho i havent even placed a road yet..My textures are in the right place,so i think my layers.cfg is correct.I have a 512x512x5 terrain,with a 2056X2056 mask and 2056x2056 sat image,all generated in l3dt.My clutter and surface files arent correct as yet tho it shouldnt affect me at this stage should it?these are only used when actually in game? Share this post Link to post Share on other sites
bushlurker 46 Posted July 27, 2015 (edited) You're "inheriting" roads from the BI terrain your config inherits parameters from - probably Stratis. "Inheriting" is generally a good idea - the BI terrains are "always loaded" and since they contain definitions for just about everything to do with terrains, you can basically piggyback your terrain on to one of them So your config basically says "Stratis Exists! - I Am <name of your terrain>, Son Of Stratis - I Am Like Stratis In All Things Except... <the rest of your config>" ..and then all you need to put in your config are the things you want to be different from Stratis... like the Island Name obviously, maybe the size, etc etc... It keeps your config nice and short to start with, and later, if you decide you'd like, say, your own lighting settings - you just specify them in your config... If you DON'T specify lighting - you get what Stratis gets. The same applies to... Roads... Check your main config.cpp for a line like this... newRoadsShape = "\A3\Map_Stratis\data\roads\roads.shp"; or something like that... Change it to... newRoadsShape = ""; Later on, when you get to making your own roads, you'll put the path to YOUR roads Shapefile in there, but for now, what this line does is to specify your own roads location which is - nowhere. B Edited July 27, 2015 by Bushlurker Share this post Link to post Share on other sites
ob-andy 21 Posted August 12, 2015 Polylines has had a bug for a while when moving vertices when the snap button is enabled. It's a bug that's very annoying. Share this post Link to post Share on other sites