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  1. I think you do not understand the point, do not confuse resolution with definition, you can work with the resolution you want (satellite and normal), but if you have an imported mask of higher resolution you can work double alone with it mine is just an example not a recommendation, if you work with 1m / px and 512x512, you could generate your mask at 0.5m / px and 1024x1024, the amount of tiles would be the same, and the area of each tile would also match with its satellite and normal (and the number of colors), but its resolution would be double, and its definition more precise. the result within the game is very noticeable, you get a separation of materials softer, and not so square download the 2 images, zoom and compare
  2. This method is the one I use, I do not know if someone else uses it, that's why I share it, I see that many people do this task manually with a brush, in my project I have a really big satellite texture, separated into 16 tiles of 27526x27526px, so I needed an agile way to automate the process, and to match each of the tiles The solution was to use the indexed color mode of PS, summarize the satellite to 5 or 6 basic colors to which it comes closest, and I can use the Magic Wand and Paint Bucket tools to create new layers with the colors of the layers.cfg (Tolerance = 0 / without Contiguous) Satellite Image > Mode > Indexed Color (You can use some extra colors if you want to differentiate something) Indexed Overlapping colors Zoom Another improvement I got is to work with 2 different resolutions for satellite and mask, initially because of the size of the map I worked with m / px = 2 with 1024px tiles but I was not satisfied with the ingame result of the mask, so I changed am / px = 1 and doubled to 2048px (we must keep the same amount of "Tiles in Row"), but only regenerated the mask (and with it new .rvmat files) In this way I improved the resolution of the mask and kept the files of the satellite and normalmap (and I kept the size) You can download the following 2 images to compare the difference of definition and therefore of hd texture assignments Mask 1024px Mask 2048px
  3. Ok, but I'm not ignoring the mistakes, it's not sure that there are ... the reality is that I have to separate the land in several addons, I can not re upload 2gb of textures every time I make a change in the field, I have 13,000 rvmat files, maybe the tools of mikeros need more than 5 hours to analyze them all , I do not know. What I do know is that in the log file, it says that mikeros uses the BIS tool to binarize the WRP, and in a previous test without the rvmat I can binarize the wrp (I copy it from the Temp folder and it works), but crasheo al final because there were missing files ... I have to update my satellite texture (to make it darker), so I'll probably go back to doing the whole process from scratch, and maybe try with mikeros once more. At the moment I have no more questions so I do not bore you anymore, again thanks for the help
  4. finally I could fix it, without the need to use the mikero's tools, and most importantly without bugs re edit the config.cpp and problem solved happiness
  5. If I use the PMC guide, but not the mikeros tools, I only used bat files to separate the .paa and modified the .rvmat manually with notepad ++ (I kept them in the same directory, and did not edit the wrp), everything works correctly in ARMA so far, except the roads. Maybe I'm not translating correctly. I can put the .rvmat so that PBOProyect finds them, but then I would give error since I would not find the textures (sat, mask, normal) that are inside OTHER .pbo, in the same way PBOP would not finish the process. What I wanted to emphasize is that I had not found errors related to roads.shp inside the config.cpp NOW: ok, I added the folders that contain the textures on the outside in the unit P, so I can find them as the references to files inside A3, I did not think about it before, but it takes more than 5hs binarizing the WRP and not yet ends, I will interrupt the process and try one more time ...
  6. So I see the problem with the mikero's tools is solved, thanks for your help, the pboproject was throwing some "errors" of code (which had no relationship with the roads), until I get to the binarization part, takes about minutes but I do not pack the pbo ... LOG: He did not do it because he could not find the .rvmat files And if I add them, it does not find the .paa files (I have them separately in other pbo) and it does not even reach the part of the binarization ... Anyway if I packed everything together with rvmats and paa, then I had to unpack to split files .. But manually package the binarized files from the TEMP folder (config and WRP), along with the files from the data/roads folder Even so, the roads still do not appear in the game
  7. uninstall all apps from mikeros and I made a clean installation .. same error uninstall Rapify and install a lower version ( that was downloaded: same error what do you mean, I do not know how that would be is seriously? in a certain order? I can not understand that the official tools work badly and that it is only possible with external tools, I believe them, but many times I try to install mikeros always without success. Is it really necessary to re-export the WRP when adding or modifying roads? Export it with the roads, then delete all the vectors, export it again and the files EXACTLY have the same size ... is it supposed that the .wrp saves some kind of information? is not the roads.shp for this?
  8. "rapify" is not recognized as an internal or external command, program or batch file executable. download and reinstall everything again from your link, I have no luck with mikeros also thanks for your help
  9. If you mean to extract the files from the A3 folder, I think if I use a mikeros utility, but when I try to compile (crunch) it gives me an error that it does not find makepbo and if I install it, I will review it again anyway
  10. ... deleting the script I no longer see the roads in BD I really only use armatools it to binarize... I have the terrain divided into several pbo, so to make changes unpacking and repackaging with "PBO Manager", I do not know if it's okay, so far I had no problems, I'm going to try reinstalling mikeros The steps I followed basically to add the roads were: 1. Unpack MLV_San_Carlos.PBO 2. Export road shapes 3. Export a new WRP, binarize it, and replace 4. Add the route to roads.shp in the config.cpp newRoadsShape = "\MLV_San_Carlos\data\roads\roads.shp"; 5. Re-pack In this way I made several changes, the last thing was to add the clutter and the surfaces. Now just modify the line "newRoadsShape" in the config, which was already there in the template of config.cpp that I used, mykeros can detect errors in the config? This is part of the config: everything up and down in newRoadsShape works fine 🤔
  11. Arma Tools, I never managed to make mikeros work I'm sorry if I'm not clear enough, I'm using the google translator ... I made this mapframe in bottom left just to check if the roads worked, and if they work, but within the ARMA they just do not appear. .. ADD: deleting the script I no longer see the roads
  12. same problem I made a mapframe of 20km to the southwest (200000,0) and I can see the roads in the BD and script: ~0.1 result = buldozer_LoadNewRoads "P:/MLV_San_Carlos/data/roads/"; so my problem is in the config? I do not get it.
  13. 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?
  14. I do not understand where you get the coordinates of the roads vectors? Do you use the coordinates of the mouse cursor that you see in the status bar? They calculate it "by eye"? Edit. Ok, i get them from global mapper
  15. LoRo

    Some problems with roads

    Thanks for the detailed explanation, now I have a broader notion of the configuration of the terrain, I thought to change the darkness of the satellite so probably take the opportunity to modify some parameters, then change the texture layer to 40x40? And reducing the mask mask to 512 would generate twice as many files (which are already many), does it bring some improvement in the HD floor resolution? As for the height map I just have to modify the coastline and flatten some surfaces. I thought to use smaller mapframes to modify the surface and place objects, this last better to do it xcam? sorry again for distorting the original post...