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Posted

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?

img00116.JPG

  • Like 1
Posted

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

 

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Posted

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.

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  • Thanks 1
Posted

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. 

  • Like 1
Posted (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 by Wrench
clarifying some things
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