arma3:terrain:road-shapefiles-real-world-data
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arma3:terrain:road-shapefiles-real-world-data [2017/04/24 14:09] – added new guide for roads deletion. snakeman | arma3:terrain:road-shapefiles-real-world-data [2024/08/02 19:07] (current) – links added. snakeman | ||
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- | ====== Road Shapefiles from Real World Data ====== | + | ====== |
+ | |||
+ | [[https:// | ||
**How to use real world data road shapefiles from OpenStreetMap (OSM) in ArmA 3**. | **How to use real world data road shapefiles from OpenStreetMap (OSM) in ArmA 3**. | ||
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- select transformed layer, RMB -> zoom to layer, now you see roads aligning perfectly with your heightmap, congrats! | - select transformed layer, RMB -> zoom to layer, now you see roads aligning perfectly with your heightmap, congrats! | ||
- transformed layer RMB -> save as -> browse, this is your final road shape file name to be used in terrain builder, click ok | - transformed layer RMB -> save as -> browse, this is your final road shape file name to be used in terrain builder, click ok | ||
+ | |||
+ | **Global Mapper ID / ORDER** | ||
+ | |||
+ | - Fix shapefile attributes for ID and ORDER with [[arma3: | ||
+ | |||
All done! :-) | All done! :-) | ||
Enjoy your real world data openstreetmap roads in terrain builder :-) | Enjoy your real world data openstreetmap roads in terrain builder :-) | ||
- | {{ http:// | + | {{ https:// |
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====== Remove " | ====== Remove " | ||
- | ArmA 3 crashes if you have more than roughly 9000 roads / features in the roads.shp shapefile. This is not precise number as it also depends on your other terrain properties, highest we have had in-game is 9,198 and lowest that caused crash was 8,665 so its not exact science. This is only issue for those large terrains or well, terrains that have large number of roads in the shapefile. | + | ArmA 3 crashes if you have more than roughly 9000 roads / features in the roads.shp shapefile. This is not precise number as it also depends on your other terrain properties, highest we have had in-game is 9,198 and lowest that caused crash was 4,941 so its not exact science. This is only issue for those large terrains or well, terrains that have large number of roads in the shapefile. |
+ | |||
+ | Note: for example plain deserts (heightmap) of iraq easily allows OSM road features of 9000 but the rugged mountains (heightmap) of afghanistan crashes for less then 5000. So use your own judgement with all these gazillion variables when you track down the amount of roads your terrain can handle. | ||
+ | |||
+ | Mexico juarez 81km terrain had 7469 road features which caused virtual blocks crash. After global mapper 6m combine 4056 it still crashed. Finally after I cleanly reduced the features by deleting FCLASS roads to number I didn't write down (damn) and then 6m combine down to 1139 the crash was avoided. | ||
OSM shapefiles come with all kinds of backyard " | OSM shapefiles come with all kinds of backyard " | ||
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Delete these roads as they are mostly too excessive for arma3 terrains: | Delete these roads as they are mostly too excessive for arma3 terrains: | ||
< | < | ||
- | - bridleway | + | bridleway |
- | - steps | + | steps |
- | - foot* | + | foot* |
- | - cycle* | + | cycle* |
- | - path | + | path |
- | - pedestrian | + | pedestrian |
- | - track_grade* | + | track_grade* |
- | - *link* | + | *link* |
- | - living_street | + | living_street |
- | - service | + | service |
- | - unknown | + | unknown |
- | - unclassified | + | unclassified |
- | - residential | + | residential |
- | - tertiary | + | tertiary |
- | - track | + | track |
- | - secondary | + | secondary |
</ | </ | ||
track* takes too many roads from ukraine luhansk, from 17k to 380 heh. | track* takes too many roads from ukraine luhansk, from 17k to 380 heh. | ||
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List of important features for arma3 gameplay: | List of important features for arma3 gameplay: | ||
< | < | ||
- | - motorway | + | motorway |
- | - trunk | + | trunk |
- | - primary | + | primary |
</ | </ | ||
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====== Simplify Road Shapefiles ====== | ====== Simplify Road Shapefiles ====== | ||
- | Most likely your OSM downloaded road shapefiles are too complex for terrain builder | + | **Simplify Road Polylines** |
+ | |||
+ | Most likely your OSM downloaded road shapefiles are too complex for terrain builder, so you // | ||
If you import too complex or " | If you import too complex or " | ||
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From enter simplification threshold dialog, use horizontal threshold 10 and vertical threshold elevation (meters) 0.2 for good results. | From enter simplification threshold dialog, use horizontal threshold 10 and vertical threshold elevation (meters) 0.2 for good results. | ||
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+ | |||
+ | ====== Combine Road Features ====== | ||
+ | |||
+ | USA Los Angels 40km terrain openstreetmap.org road polylines even after "bad roads" reduction were over 17,000 features which is like ten thousand over the limit. They need to be reduced. Please note that this was some very odd issue on these specific OSM shapes because normal roads / streets were split up to hundreds of small features when it should have been one feature. | ||
+ | |||
+ | I have not experienced such splitting up of polylines in other terrains in this scale. | ||
+ | |||
+ | Select all roads -> RMB in the viewport -> crop/ | ||
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[[http:// | [[http:// | ||
[[http:// | [[http:// | ||
+ |
arma3/terrain/road-shapefiles-real-world-data.1493042996.txt.gz · Last modified: 2017/04/24 14:09 by snakeman