#Road Generator heightmap issue
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Thanks lou
de rien :p
To come back to the subject, we don't know what kind of manipulation is done to make the roads "disappear", have you ever had this happen to you?
nope, I don't work a lot with Road Generators sorry
Arf 😔
it's starting to be very, very unpleasant to work on this engine.
but just to be clear, know that this is not the normal terrain creation experience - so there is hope!
I will try to repro (even though it is not my usual waters here):
- place a long spline
- place one RG_ROAD_Asphalt_E_01 Prefab in it
- ????
- profit?
Yes, in fact what I do is create a spline and put in a road generator (try rg_road_dirt_01 if you like).
It works very well and then, from one day to the next, I open the workbench and it's completely buggy.
What I do on some roads is to use the "Bake" option on your terrain tool by selecting the spline, then once bake, uncheck adjust to heighmap to be able to work around the road to be a little more precise on the terrain.
Other intel: In fact, I have the impression that it's the same thing when you put a road generator on a polyline.
(roads do not belong to polylines though - see https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Official_Tools/World_Editor_Generators)
Yep i know all of my road are with spline
@solemn oar related I believe
For me the length of the spline doesn't make a difference - I place it in the editor, and I can see it there. When I press play it is still there.
When I reload the workbench, the spline is still there but the road hasnt rendered (in either editor or play mode).
Making any adjustment to the spline (components, position, anything) will make the road reappear in the editor, but you still cant see it in play mode
For your information, we still have this problem, but on the RG_ROAD_ASPHALT_E_02.
I don't know, maybe Lou would like to check and give you the sources?
@frigid sleet Sorry again for pinging you, but I might have a lead and wanted to check out with you the process used by bis for cooperative work. Indeed, bis uses svn and we use gitea (it's the same thing in the end).
We've noticed that the Default layer is sometimes modified and sometimes not during our commits. So from time to time we have conflicts on this lyaer and people discard it. So maybe the route bugs come from that. I wanted to check with you if it's possible not to write on this layer?
I unfortunately do not know, I know the default layer's boundaries get changed here and there apparently randomly, however overriding or discarding that should not be the issue at hand
Little question: Do you make a branch and then a push request? Or are you all working on the same branch?
depends, and I'm not involved too much in branching/merging processes, why?
Because we're currently working on the same branch, from time to time we have conflicts on the default layer, since we don't write on it. As soon as we modify a tile, the default layer is automatically modified.
So that's why I was asking you about the exact bis process.
Exact same thing for me, tested on different links and maps, and it might not be the normal overall for people, but it does seem to be a consistent bug amonst many people that use the World Editor. I have looked through the Forums and people have had issues and then y'all. Honestly, doesn't matter which road type you use either, all lengths and types I have test, the spline is still there the next day but the road won't load.
Make sure your roads are in the same layer as your terrain entity - fixed it for me
When loading in, the best way to get them to reload is what @gloomy mulch suggested, loading in and selecting all generators and in Object Properties Selected Generate Road, then Select it again to load
So need to be in same layer, let me test
I think you may be a genius, this does fix the issue, and makes sense since the roads terraform the terrain with Runoff Widths and also snapping and raising of the terrain
Glad I could help, although I don't think this is the same issue as Casseburne is having unfortunately
you have road generators in your heirarchy that are not attached to any spline entities
see how i have pink entities and then the generators within. Your image has no spline entities, I do see them in the camera window
If you want to try, you can select one of the splines and hold ALT, slide to the left and make a new copy, see if that appears a new pink spline in the hierarchy. then add your the generator to that.
It's a quicker way to make a dual lane highway anyway.
Also if your running your roads from a gtt exported heightmap import i think you need to add a config file with some script that determines what roads become which generator and type.
I found importing shapes and roads wasn't very accurate and manually placing them was better, as I could just use my own custom prefab roads where I changed the colour and specify it's size.
You could also try duplicating the road entity generator you want to use, also duplicating the decals it uses into your project folder and try using your own prefab.
as you can see i have my roads in their own layer, i have my world locked due to invisible wall bug. and my default layer contains my terrain and general world entities.
don't take me for example im a noob, first time making a map
actually have you tried reimporting your sat map and letting the textures load 100% (top right corner of workbench window)
because if i move my roads they seem to stain the map where they wer originally until i re import the sat map.
might be staining over your roads? i dunno...
Okay, so put everything on the default layer? That's totally stupid for multi-user work.
So if I open your map. @solemn oar all your splines/poly prefab etc. are in the default layer.
I think we're having different issues, I don't know if it will work. Worth a try?
Do you know how to fix the invisible wall, I can tell you how to
In our case, as we work with several people, I don't think it's possible to do this.
I changed the boundsminds and boundsmax in the config file then locked the default layer, i think thats how I did it. Is there another way to fix the invisible wall?
That’s it, it seems like their files forget that line of code every once and awhile
I've locked the world in a default layer by itself as shown by piano man on youtube so it doesnt reset
Yeah only issue is road won’t load after reopening the editor if you don’t put them in that lager too
I manually create them as it is easier and better to me to do
yeah i found the same for me