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arma3:terrain:m1lk8n-road-shape-file-making-guide [2013/05/06 11:52] – created m1lk8n-road-shape-file-making-guide initial page. snakemanarma3:terrain:m1lk8n-road-shape-file-making-guide [2024/08/02 18:39] (current) – links added. snakeman
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 ====== ArmA 3 Road Shape File Making Guide ====== ====== ArmA 3 Road Shape File Making Guide ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]]
  
 **ArmA 3 Road Shape File Making Guide** by m1lkm8n **ArmA 3 Road Shape File Making Guide** by m1lkm8n
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 ORDER = is a number\\ ORDER = is a number\\
  
-_ID is a unique number just representing each segment. I started with 1000 then went up 2 from there. So my segments go 1000, 1002 , 1004, ect. Each _ID number must be unique or it won't work.+_ID is a unique number just representing each segment. I started with 1000 then went up 2 from there. So my segments go 1000, 1002 , 1004, etc. Each _ID number must be unique or it won't work.
  
 <code> <code>
-For defining the road type, the ID value is the attribute value you have to look at. It is the same as in roadlib.cfg and by inspecting that file, adding additional road types seems to be fairly easy. What also is easy and nice: changing road width is just a text value - so get ready for 8-lane Autobahn!+For defining the road type, the ID value is the attribute value you have to look at. It is the same as in roadslib.cfg and by inspecting that file, 
 +adding additional road types seems to be fairly easy. What also is easy and nice: changing road width is just a text value - so get ready for 8-lane Autobahn!
  
 ID 1 = Highway, tar ID 1 = Highway, tar
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 Also I moved my newly created roads into their own pbo which doesn't get binarized, only packed, so if do that you can forget about the above step. Also I moved my newly created roads into their own pbo which doesn't get binarized, only packed, so if do that you can forget about the above step.
  
-http://i.imgur.com/jSY8Urm.jpg+{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-File-Making-Guide-01.jpg }}
  
 I redid my main highway road. I redid my main highway road.
  
-http://imgur.com/Kcvpu48.jpg+{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-File-Making-Guide-02.jpg }}
  
 The dialog box auto fills with two attributes which I rename. Set each segment up like this The dialog box auto fills with two attributes which I rename. Set each segment up like this
  
-http://i.imgur.com/pWYX6OV.jpg+{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-File-Making-Guide-03.jpg }}
  
-Once you map out all your road segments and are ready to export your shape file go to file export vector format and select shape file. A dialog box pops up where you can select only you shape file lines to export then you can select to export only a certain area or all loAded data.+Once you map out all your road segments and are ready to export your shape file go to file export vector format and select shape file. A dialog box pops up where you can select only you shape file lines to export then you can select to export only a certain area or all loaded data.
  
 Next thing I did was select import my height map. if it asks for a projection select your islands projection type. Next thing I did was select import my height map. if it asks for a projection select your islands projection type.
  
-http://i.imgur.com/aObZH4y.jpg+{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-File-Making-Guide-04.jpg }}
  
 Second I import my shape file. Second I import my shape file.
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 Like this. Like this.
  
-http://i.imgur.com/CMK5xni.jpg+{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-File-Making-Guide-05.jpg }}
  
 So we need to rectify the shape file to our actual height map we are using. So we need to rectify the shape file to our actual height map we are using.
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 Like this Like this
  
-http://i.imgur.com/mTtEsO2.jpg+{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-File-Making-Guide-06.jpg }}
  
 Then click add point to list. You need a minimum of two points to be able to rectify. Then click add point to list. You need a minimum of two points to be able to rectify.
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 Once done placing points you click apply then ok and viola! Your road network is now shrunk to fit your islands height map. now i only placed two points down so its not really very good rectified image but you get the point. Once done placing points you click apply then ok and viola! Your road network is now shrunk to fit your islands height map. now i only placed two points down so its not really very good rectified image but you get the point.
  
-http://i.imgur.com/tc7u4AZ.jpg+{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-File-Making-Guide-07.jpg }}
  
 Now you can save and copy it to wherever you have your roads shape file specified in your islands config. Now you can save and copy it to wherever you have your roads shape file specified in your islands config.
 and youll get this and youll get this
  
-http://i.imgur.com/qaQF7rp.jpg+{{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-File-Making-Guide-08.jpg }}
  
 Thought I would point you [[http://download.geofabrik.de/|GeoFabrick OpenStreet Map Extracts]] Thought I would point you [[http://download.geofabrik.de/|GeoFabrick OpenStreet Map Extracts]]
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 m1lkm8n m1lkm8n
 +
arma3/terrain/m1lk8n-road-shape-file-making-guide.1367841172.txt.gz · Last modified: 2013/05/06 11:52 by snakeman

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