ndicki Posted 17 hours ago Posted 17 hours ago Another odd thing here; the latest Vosges terrain (Vosges 2.0 by gterl) has this interesting and totally unwanted effect. Imagine strong sunlight flashing on windows, well that is it. It looks as though every building is catching the sun and reflecting it at 200%. It gets to the point where it blinds you. None of the other terrains do this, so it's not an environment problem, ubless it is contained in the Vosges terrain folder somewhere. It doesn't "photograph" too well, but the screenshot below might give you some idea. Does anybody have any suggestions to fix this? 1
ndicki Posted 17 hours ago Author Posted 17 hours ago Further - it's the buildings. There is something really very strange about the textures used. See below: 1
daddyairplanes Posted 16 hours ago Posted 16 hours ago my first thought is what file type are those textures vs buildings in other terrains specifically i wonder if they are bmps, ans saved in a non 24bit format but yeah that is damn weird 1
mue Posted 15 hours ago Posted 15 hours ago I think I had some graphic glitches, if the Graphics Detail Level -> Effects Detail was set to Unlimited. Reducing it from Unlimited to High fixed it for me. 2 1
ndicki Posted 15 hours ago Author Posted 15 hours ago Well, Mue, that was it - thanks. Very odd! But if we could find out WHY this happened, we'd be able to stop it happening even with settings set to unlimited. 1
Wrench Posted 1 hour ago Posted 1 hour ago (edited) check the data ini's material statements. I just checked a fresh download, and they're not at the same level as the stock terrains from Voges: Quote [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect2.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP and from the stock Verdun: Quote [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP what I'd do, is backup the original, and copy/paste the full statements from Verdun or Cambrai OVER the existing statements for NormalTextureMaterial WaterTextureMaterial SolidObjectTextureMaterial AlphaObjectTExtureMaterial Basically, everything from the top down to the first tile listing. Go back to Unlimited, and see what's what. At worst, you revert to the backup and use a more limited effects EDIT: this works ONLY for FE2 -- I just noticed the Forum this is posted in! In that respect, check the pre-existing statements from the stock terrains, and go from there! Edited 1 hour ago by Wrench clarifying some things
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