Put the town names on the map
A terrain arrives with roads and contours and no labels. This is how it learns what its towns are called.
How to do it
- On an OCAP terrain: open the map, open the 🛰️ OCAP menu → Place names from OCAP, and press Import place names. It reads the server the map points at.
- On a terrain uploaded here: the archive’s own
locationsfiles are read on upload, if it has them. - Either way it is once per terrain — every map drawn on it gains the names.
- Too many? Map settings in the editor’s side panel has a switch per group and a size slider.
- If it finds nothing, it is that one terrain that carries no location data — other terrains on the same server can still import fine. The same panel then has a script and a paste box: run it in a mission on that terrain, press LOCAL EXEC, paste the clipboard in. Once for the terrain — not once per map, not once per operation.
Worth knowing
- The names are in the OCAP data, just not in
map.json. OCAP builds a terrain from a grad_meh export, which writes them beside the tiles asgeojson/locations/<type>.geojson.gz— one file per Arma location type, and the file name is the type. - Whether they are there is decided per terrain, not per server. A terrain built the older way — Arma’s map export through gdal2tiles — carries no vector data at all, so there is nothing to find for it however hard the import looks, while the terrain next to it on the same OCAP imports in one press. A failure names every address it tried, so you can tell that apart from a broken feature.
- The tiles genuinely have no labels in them: they come out of Arma’s own map export as pure topography, and the game draws the names over that from its config afterwards.
- Place names are never exported to Arma — the game already draws its own.