+Stary Posted March 2, 2008 Author Posted March 2, 2008 Same here with the white water. I'll try to recreate such errors in my install, then to find solutions. Water set on High I assume? Does not happen on "medium" water quality? And you're not using Vista with it's walkarounds to make sim work? And what environment mods? I'm running out of ideas quickly Quote
+Sundowner Posted March 2, 2008 Posted March 2, 2008 (edited) Water set on medium [havent tried high] Terrain set to Meadium, 4xAA, 8xAF......NVidia 7900GS 512mb ram. WIN XP. Edited March 2, 2008 by Sundowner Quote
+Stary Posted March 2, 2008 Author Posted March 2, 2008 (edited) Water set on medium [havent tried high] Terrain set to Medium, 4xAA, 8xAF......NVidia 7900GS 512mb ram. WIN XP. Sundowner Maybe try to get rid of the water shader? I know it's not used on medium settings, but who knows? [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,0.900000,1.000000 SpecularPower=1.000000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=ref_color.bmp TextureStage[02].MipMap=FALSE TextureStage[02].FilterEnabled=TRUE TextureStage[02].StageColorOp=TEXTURE TextureStage[02].StageAlphaOp=DIFFUSE set to UseEffectShader=FALSE or comment both lines out Edit: I see Deuces lurking -maybe he will help Edited March 2, 2008 by CA_Stary Quote
Canadair Posted March 2, 2008 Posted March 2, 2008 Sundowner Maybe try to get rid of the water shader? I know it's not used on medium settings, but who knows? [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,0.900000,1.000000 SpecularPower=1.000000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=ref_color.bmp TextureStage[02].MipMap=FALSE TextureStage[02].FilterEnabled=TRUE TextureStage[02].StageColorOp=TEXTURE TextureStage[02].StageAlphaOp=DIFFUSE set to UseEffectShader=FALSE or comment both lines out Edit: I see Deuces lurking -maybe he will help I had similar problems to them I solved with those lines, I thought it was just my install.. in vietnamsea_data [WaterTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=0.500000,0.500000,0.500000,1.000000 SpecularPower=50.000000 Reflectivity=30.00000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE Water on medium in my case. For some reason the water effect shader cause problems, maybe just in the medium water setting I have to use.. Also it happened to me that two sea textures, I suppose from deuces, but I may be wrong, were interfering, Vietnams1 and vietnams2.tga.(their size one meg) They can be removed and the terrain will use the default ones in the .cat file. Quote
+Sundowner Posted March 2, 2008 Posted March 2, 2008 Just tried it....no change....also tried water on high= no change....very strange....stock intsall, no other mods. Quote
Canadair Posted March 2, 2008 Posted March 2, 2008 Then make your own data for it. I mean no one has a lock on the letters and numbers in it. Just have to make your own data.ini. Example, Anyone can come with the same figures as I did, it is not proprietary. So extract the VIETNAMSEA_data.ini and start adding the data yourself. May take time but you will get it to work. That way it's your file and you are not using YAP's payware files. My thoughts, exactly, I swear I haven't read this before pming you about that thing... Quote
tawah Posted March 2, 2008 Posted March 2, 2008 It's the same for me : no mod on water. I try to see about the clipping distance but can't find... :no2: Quote
+Sundowner Posted March 2, 2008 Posted March 2, 2008 Problem solved !! I just copied all of Canadair's entry into my ini [mine looked nothing like that]. Thanks to both of you. Quote
+hi ho silver Posted March 2, 2008 Posted March 2, 2008 Hi just noticed something odd water tex missing when viewed from inside cockpit but ok from outside? Quote
Canadair Posted March 2, 2008 Posted March 2, 2008 Excellent I understand you, I was a little freaked out so anxious to have Stary's great work up n running I am glad I saved you some hassles.. So many times someone saved me,, I get to give soemthing in return! Quote
lazboy Posted March 2, 2008 Posted March 2, 2008 ExcellentI understand you, I was a little freaked out so anxious to have Stary's great work up n running I am glad I saved you some hassles.. So many times someone saved me,, I get to give soemthing in return! I can confirm that Canadairs solution has also worked for me,no more white water and no more gliches in sight. Lazboy Quote
+MigBuster Posted March 2, 2008 Posted March 2, 2008 Have found trees growing out of a large airfields taxiway: Also the water on mine goes white when the sun shines on it - Its ok otherwise - is this the same issue you were having? Quote
+Stary Posted March 2, 2008 Author Posted March 2, 2008 (edited) Have found trees growing out of a large airfields taxiway: Also the water on mine goes white when the sun shines on it - Its ok otherwise - is this the same issue you were having? This base is BIG, with extended taxiways, I'll have to rework the tiles to remove the trees, on smaller ones it's ok obviously, CoolHand, try deleting "vietnamJ-AB1.tod" file, and you'll remove the trees from this particular tile. But remember it will have impact on every base placed in jungle areas As for water -I wanted it to be such "shiny" at certain sun positions, I can make new tga with darker water if you want? EDIT: Removed image from reply Edited March 2, 2008 by CA_Stary Quote
+MigBuster Posted March 3, 2008 Posted March 3, 2008 This base is BIG, with extended taxiways, I'll have to rework the tiles to remove the trees, on smaller ones it's ok obviously, CoolHand, try deleting "vietnamJ-AB1.tod" file, and you'll remove the trees from this particular tile. But remember it will have impact on every base placed in jungle areas As for water -I wanted it to be such "shiny" at certain sun positions, I can make new tga with darker water if you want? Thanks CA No the light on the water looks okay to me - its not far off the real thing Quote
Canadair Posted March 3, 2008 Posted March 3, 2008 (edited) Now you have to see this. I thnik we are making a great team effort in sorting this mod, and tweaking it to perfection after CA_stary awesome work Please note this issue. Forsimplicity's sake I am showing just map view, but th artifacts DO show in 3d world mission single, 4 ship strike F-105G, armourdave's I think note the the missing tile? now a lokk at target area here we see both missing tiles and artifacts now let's change plane. actually only leader plane, we change for a cute A-5B, with the cockpit downloadable here at CA look good eh? and target area looks good too Now th ONLY differenxce in between the missions is that I changed the leader f-105G for the A-5B(hit refly, loadout, change plane) It happens both with 512 and resized 256 terrain tiles I wonder what happens if I open or close the computer room's door.. I had similar problem in woe, and in that case test plane was a G-911 with hunter 3rdwire cockpit. n that case problem went away using default tiles and not max188 I think, that this could be memory related, and the culprit being the F-105 cockpit, but I have to test any ideA? Edited March 3, 2008 by Canadair Quote
+Stary Posted March 3, 2008 Author Posted March 3, 2008 Canadair, Don't get me wrong -but my mods seem to be disliked by your computer (remember pinky-blue WoE trees?) seriously, what's your system? Quote
Canadair Posted March 3, 2008 Posted March 3, 2008 Canadair, Don't get me wrong -but my mods seem to be disliked by your computer (remember pinky-blue WoE trees?) seriously, what's your system? I do remember, and the issue is something similar. Anyway BELIEVE IT OR NOT, I IMPORTED THE F-105D COCKPIT INTO the F-105G and now EVERYTHING IS FINE! Unbelieavable... must be magic. Seriously, what do yu think? Quote
+Stary Posted March 3, 2008 Author Posted March 3, 2008 Move away from your computer room. Now! Lock it! There's something evil there... I think, that's something with the Armourdave's cockpit -it's hi-poly, detailed one. Maybe this causes some texture corruption on your card..? Give it another try -revert to that cockpit, but try playing without canopy reflections Quote
Canadair Posted March 3, 2008 Posted March 3, 2008 Move away from your computer room. Now! Lock it! There's something evil there... I think, that's something with the Armourdave's cockpit -it's hi-poly, detailed one. Maybe this causes some texture corruption on your card..? Give it another try -revert to that cockpit, but try playing without canopy reflections Stary, I will eventually do that experiment; as for now I am happy playing Btw, with your explosion, mod deploying cluster bombs over trucks hidden in the jungle, gives a new meaning to BOOM! Where do you live? Your talent is huge, and your ideas have given great life to this sim! Quote
Canadair Posted March 4, 2008 Posted March 4, 2008 LMAO nice 1 Silver! I mean south of poland leaves only about 2/3 of the world..lmao Quote
+Dave Posted March 4, 2008 Posted March 4, 2008 Move away from your computer room. Now! Lock it! There's something evil there... I think, that's something with the Armourdave's cockpit -it's hi-poly, detailed one. Maybe this causes some texture corruption on your card..? Give it another try -revert to that cockpit, but try playing without canopy reflections I need an old priest and a young priest.... Quote
Lexx_Luthor Posted March 4, 2008 Posted March 4, 2008 Stary:: 'm having with same error with DetailMeshSize=8 It's something with clipping distance in flightengine.ini but I don't remember what Lexx_Luthor told he set it to 10 Lexx where are you when we need you? I run a bizzare FlightEngine file. Some of my ramped up settings may be allowing me to run much higher DetailMeshSize beyond the default 6, but some of my FlightEngine settings have been known to cause failure in standard game use. Here is what I use now...one or more of these numbers may allow higher DetailMeshSize, but may also hurt other things that I don't use in my sim but most of TK's customers do. [HighDetailOption] HorizonDistance=150E+3 DetailMeshSize=10 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=1024 [FarSceneClip] FarClipDistance=5E+6 NearClipDistance=3000 [NormalSceneClip] FarClipDistance=5E+6 NearClipDistance=250 [NearSceneClip] FarClipDistance=100.0 NearClipDistance=0.03 terrain DATA... TextureThreshold=0.40 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 That terrain data Tex Thres of 0.40 allows much higher horizon distance (running 150km now). My stuff is optimized for very high altitude use where I will not tolerate the industry standard Combat Flight Sim Earth Pancake (CFSEP), and for very long and very short range visibility distances well outside the sim's standard use. All these settings are needed for the exotic things I do with my game....sky flash at 1000km, on the other end of the scale is allowing grafix to be seen only a few centimeters from the player pilot's view position. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.