ArmA 3 New Roads

ArmA 3 editing; configs, modeling, missions, textures, terrain etc.

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Erik21
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Posts: 9
Joined: 2022-08-11 21:03:20
Gaming Interests: ArmA 3
Editing Interests: All, I (try) to edit everything.

ArmA 3 New Roads

Post by Erik21 » 2022-09-07 16:19:20

Hi,

I have got following problem:

I have tried to add new Roads (E76 Roads Pack, not standard Arma Roads) in my Terrain.

I worte an .rvmat file and i have got the .paa file of the road but in Arma 3 there is no road texture, the road is just completly white. I did the .paa myself because i wanted to have a double road instead of the single road that comes with the pack. I will attach both roads as .png Files to this post. Maybe anybody knows how to fix it.

Image --> double road: not working
Image --> single road: working

Snake Man
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Re: ArmA 3 New Roads

Post by Snake Man » 2022-09-08 04:45:59

Why are you using these E76 roads? Images are not showing. Put your roadslib.cfg into CODE tags, the problem could be there.
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Erik21
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Posts: 9
Joined: 2022-08-11 21:03:20
Gaming Interests: ArmA 3
Editing Interests: All, I (try) to edit everything.

Re: ArmA 3 New Roads

Post by Erik21 » 2022-09-08 09:58:26

I am using E76 in order to create a highway. There are no proper roads for this in standard Arma 3.

Code: Select all

class RoadTypesLibrary
{
	class Road0001
	{
		width = 8;
		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 = 0;
	};
	class Road0002
	{
		width = 8;
		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;
	};
	class Road0003
	{
		width = 3;
		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 = 0;
	};
	class Road0004
	{
		width = 10;
		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;
	};
	class Road0005
	{
		width = 1;
		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 = 0;
	};
	class Road0006
	{
		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;
	};
	class Road0007
	{
		width = 30;
		mainStrTex = "atl\projekt_dach_v2\data\us1_hw_3l_ca.paa"; // lowercase!
		mainTerTex = "atl\projekt_dach_v2\data\us1_hw_3l_ca.paa";
		mainMat = "atl\projekt_dach_v2\data\us1_hw_3l.rvmat";
		map = "main road";
		AIpathOffset = 3;
	};
	class Road0008
	{
		width = 10;
		mainStrTex = "atl\projekt_dach_v2\data\us1_dl_ca.paa"; // lowercase!
		mainTerTex = "atl\projekt_dach_v2\data\us1_dl_ca.paa";
		mainMat = "atl\projekt_dach_v2\data\us1_dl.rvmat";
		map = "main road";
		AIpathOffset = 3;
	};
	class Road0009
	{
		width = 15;
		mainStrTex = "atl\projekt_dach_v2\data\us1_hw_3l_3to2_ca.paa"; // lowercase!
		mainTerTex = "atl\projekt_dach_v2\data\us1_hw_3l_3to2_ca.paa";
		mainMat = "atl\projekt_dach_v2\data\us1_hw_3l_3to2.rvmat";
		map = "main road";
		AIpathOffset = 3;
	};

};
Class 7, 8 and 9 are the new roads!

Snake Man
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Posts: 8798
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
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Re: ArmA 3 New Roads

Post by Snake Man » 2022-09-09 06:40:39

E76 roads historically are affiliated role playing life monetizing servers which is a big no no.

Why arent normal a3\ road textures good enough for your terrain?

Anyways.

Your roadslib.cfg looks OK on quick glance. So maybe its us1_hw_3l.rvmat, us1_dl.rvmat or us1_hw_3l_3to2.rvmat files then. Check that they are exactly like a3\ ones for roads.

If roads still lack textures, well it could be a bad roads.shp file too. Recently within year or so, when I run terrains through my real world data tool pipeline and use Global Mapper, it saves roads.shp somehow bad and roads turn into white narrow white texture-less objects in 3D and in 2D mapview they are the red / orange colored road, no idea why that happens, I have to fix it by importing roads.shp into terrain builder and simply export it out of there.
PMC since 1984

Editing knowledge, visit PMC Editing Wiki
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

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