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arma3:road-shape-mapview-size [2019/01/22 11:16] – created initial page. snakemanarma3:road-shape-mapview-size [2019/01/22 20:04] (current) – moved page. snakeman
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-====== ArmA 3 Road Shape Mapview Size ====== 
  
-**Mapview road shape sizes by Ice.** 
- 
-AIpathOffset does control in game map size of roads. Here's pic of 8 roads 
- 
-{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-Mapview-Size.jpg }} 
- 
-And the config I used. 
- 
-<code cpp> 
-class RoadTypesLibrary 
-{ 
- class Road0001 
- { 
- width          = 10; 
- mainStrTex     = "ca\roads_e\roads\data\path_tak_ca.paa";  // lowercase! 
- mainTerTex     = "ca\roads_e\roads\data\path_tak_end_ca.paa"; 
- mainMat        = "ca\roads_e\roads\data\path_tak.rvmat"; 
- map            = "main road"; 
- AIpathOffset   = 0; 
- }; 
- class Road0002 
- { 
- width          = 10; 
- mainStrTex     = "ca\roads_e\roads\data\path_tak_ca.paa";  // lowercase! 
- mainTerTex     = "ca\roads_e\roads\data\path_tak_end_ca.paa"; 
- mainMat        = "ca\roads_e\roads\data\path_tak.rvmat"; 
- map            = "main road"; 
- AIpathOffset   = 2; 
- }; 
- class Road0003 
- { 
- width          = 10; 
- mainStrTex     = "ca\roads_e\roads\data\path_tak_ca.paa";  // lowercase! 
- mainTerTex     = "ca\roads_e\roads\data\path_tak_end_ca.paa"; 
- mainMat        = "ca\roads_e\roads\data\path_tak.rvmat"; 
- map            = "main road"; 
- AIpathOffset   = 4; 
- }; 
- class Road0004 
- { 
- width          = 10; 
- mainStrTex     = "ca\roads_e\roads\data\path_tak_ca.paa";  // lowercase! 
- mainTerTex     = "ca\roads_e\roads\data\path_tak_end_ca.paa"; 
- mainMat        = "ca\roads_e\roads\data\path_tak.rvmat"; 
- map            = "main road"; 
- AIpathOffset   = 6; 
- }; 
- class Road0005 
- { 
- width          = 10; 
- mainStrTex     = "ca\roads_e\roads\data\path_tak_ca.paa";  // lowercase! 
- mainTerTex     = "ca\roads_e\roads\data\path_tak_end_ca.paa"; 
- mainMat        = "ca\roads_e\roads\data\path_tak.rvmat"; 
- map            = "main road"; 
- AIpathOffset   = 8; 
- }; 
- class Road0006 
- { 
- width          = 10; 
- mainStrTex     = "ca\roads_e\roads\data\path_tak_ca.paa";  // lowercase! 
- mainTerTex     = "ca\roads_e\roads\data\path_tak_end_ca.paa"; 
- mainMat        = "ca\roads_e\roads\data\path_tak.rvmat"; 
- map            = "main road"; 
- AIpathOffset   = 10; 
- }; 
- class Road0007 
- { 
- width          = 10; 
- mainStrTex     = "ca\roads_e\roads\data\path_tak_ca.paa";  // lowercase! 
- mainTerTex     = "ca\roads_e\roads\data\path_tak_end_ca.paa"; 
- mainMat        = "ca\roads_e\roads\data\path_tak.rvmat"; 
- map            = "main road"; 
- AIpathOffset   = 20; 
- }; 
- class Road0008 
- { 
- width          = 10; 
- mainStrTex     = "ca\roads_e\roads\data\path_tak_ca.paa";  // lowercase! 
- mainTerTex     = "ca\roads_e\roads\data\path_tak_end_ca.paa"; 
- mainMat        = "ca\roads_e\roads\data\path_tak.rvmat"; 
- map            = "main road"; 
- AIpathOffset   = 40; 
- }; 
-}; 
-</code> 
-Once you get past 6 it seems to turn the orange "main road" white so width is road texture width, an AIpathOffset is in game map width + plus where they drive An to make matters worse, AIpathOffset = 5 would make AI drive middle of a 10 width road. But it also makes you in game map road a thin line. 
arma3/road-shape-mapview-size.1548155783.txt.gz · Last modified: 2019/01/22 11:16 by snakeman