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paranoid_giraffe

Stratis Geolocation Requirement for Roads?

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I followed the Atlas Terrain Building Tutorial and completed it successfully. I did have a problem where my roads wouldn't appear with buldozer, but when I packed everything (included all relevant file extensions in the options section) using the addon builder, I was able to see the roads in-game. 

 

Now when I make my own terrain, I followed the same process, but I am using a different location. I've been reading tons of posts from 2013 that mention that you have to locate your terrain in the same location as Stratis. Is that still the case? There are no new up-to-date tutorials I have been able to find that don't give an error of some sort. Anyways, I placed one road down to test and gave it parameters ID and ORDER, and exported the shapefile as "anc/anc_afghan/data/roads/roads.shp" right next to my RoadsLib.cfg, yet nothing shows up. Nothing appears in buldozer, and nothing appears when I export the .wrp file and pack/binarize it.

 

Any suggestions? I would provide scripts or errors, but I do not know what to provide since I do not know what the problem might be. And yes, I did insert the editor.sqs script into a scripts folder in my P:\ drive.

 

Thanks

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Are you setting the path in the config file?

 

if you are following the tutorial from jakerod and using terrain builder you don't have to worry about the other tutorials from 2013. They were pre a3 tools days :)

 

if you export you road shapes and have the roads config in your pbo as long as the main island config points to it..it should work. Unpack the pbo and make sure your roads are actually getting packed with the pbo. 

 

As far as buldozer goes that's a whole other animal. If you use arma3p from mikeRo his new update to that files includes lappihauns road script for buldozer. Try those and see if it works 

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1) newRoadsShape = "\anc\anc_afghan\data\roads\roads.shp"; is in the config.cpp, and that is the location to which my roads shapefile is exported

 

2) ah, okay. His PDF says to set Easting to 200000 and Northing to 0. That is impossible since my zone is 42 (N, I think), and not 31 N. Those values are out of range. 

 

3) I have my *.pbo in an addons folder. After repacking/binarizing and unpacking, I see that my road files are all there and my roadslib config is there. 

 

After playing my map, I see that my one asphalt road is still not there.

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2) There is a difference between the settings for terrain builder and your "real" map location. For all terrain builder layers you should use 2000000/0. The real coordinates are set in your config.cpp for ingame purpose:
        mapZone = 32;
        mapSize = 16384;
        longitude = 31.54;
        latitude =
42.90;

 

3.) To make bulldozer show roads you have to use some editor.sqs like explained here:

This will instantly load your actual shape-file and show the roads.

If one road is missing, perhaps have a look in the shapes. Maybe that one is missing the proper list-number, i.e. doesnt know that it is a road or which (right click on shape and then "data base properties" or something, dont remember the name).

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Hey cosmo your Easting has an added 0 in it :P

 

But giraffe he is 100% correct. Your roads will not display if your terrain is not set to the correct coordinates when setting up terrain builder. When you add a map frame it should be in utm zone 32 subzone N. The Easting is 200000 and the northing 0. 

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3 hours ago, m1lkm8n said:

Hey cosmo your Easting has an added 0 in it :P

 

But giraffe he is 100% correct. Your roads will not display if your terrain is not set to the correct coordinates when setting up terrain builder. When you add a map frame it should be in utm zone 32 subzone N. The Easting is 200000 and the northing 0. 

Ah, thought that might be the issue. Unfortunately, that doesn't exactly solve my problem, because when I make a new project file and try to import my .asc heightmap, it tells me that it is too far from the project destination (not sure on exact wording). It won't let me import the global height data since it is height data that was ripped from the USGS.

 

Thanks!

 

Any way to circumvent that issue?

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Either try to change the settings for the heightmap in L3DT etc. or do it manually by opening the asc-data with a notepad or something and edit it there.

 

Right at the beginning there are usually the coordinates etc (example from my heightdata):

ncols         4096
nrows         4096
xllcorner     0.000000
yllcorner     0.000000
cellsize      4.000000
NODATA_value  -9999

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1 hour ago, Cosmo_D41 said:

Either try to change the settings for the heightmap in L3DT etc. or do it manually by opening the asc-data with a notepad or something and edit it there.

 

Right at the beginning there are usually the coordinates etc (example from my heightdata):

ncols         4096
nrows         4096
xllcorner     0.000000
yllcorner     0.000000
cellsize      4.000000
NODATA_value  -9999

 

Thanks. I made a copy of my heightmap and changed the second and third values to 0, and was able to import my data at the standard 200000/0 location.

 

I haven't had time to test otherwise, but I'll update with my results tonight

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Success!

 

Is there any way to make my roads more visible from zoomed out? My terrain is about 34km x 34km and you have to zoom in kind of far (relatively speaking) in order to see the road on the map.

 

Thanks again, guys. I've got mad respect for everyone who had to figure this stuff out before everyone else. These tools are something else

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Roads are handled like objects after making a pbo, that means they fade after some time (depending on your view-range). To conter this and make them still visible from air or further away you have to "paint" them onto your satelite image.

 

Here is a nice tutorial, how to export the shapes to images. Its meant for the attributes map, but the same way you can put them on your satellite map.

http://pmc.editing.wiki/doku.php?id=arma3:terrain:road-painting-and-concrete-surface-tutorial

 

Perhaps you have to play with the colors and the size of your roads, so they fit and merge.

YVqyefJm.jpg

 

After that, the satelite layer will take over when the roads are beginning to fade (can be seen in this picture, right behind the trees):

MXGZ5sym.jpg

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Thanks, I saw an example of this in the Terrain Builder wiki about making a sat image from scratch. 

 

What I meant was when I press M to go to the (should've specified - tactical) Map, the orange "Main Road" marker that follows the road only shows up when I am pretty closely zoomed in. Considering my map is a somewhat rural area in a desert/mountain region where roads are nearly the same color as the land, zooming out and trying to plot a route while driving could be difficult.

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