Guest pfunkmusik Posted April 13, 2008 Posted April 13, 2008 I need to flatten some areas out to lay down an airbase. How do you take an existing terrain set and edit it to get flat enough ground to put a base on it? pfunk Quote
Wrench Posted April 14, 2008 Posted April 14, 2008 Some of my quickie notes here: http://forum.combatace.com/index.php?showt...st&p=139224 Also, in Lexx's post in the same thread, there's a link to 3rdW boards with more on the TE Expect to be doing some work, mostly creating the citylist.ini...you MUST have that for airfield flattening. I looked for another post of mine, that gave a few more steps, but couldn't find it... Wrench kevin stein Quote
Guest pfunkmusik Posted April 14, 2008 Posted April 14, 2008 (edited) Some of my quickie notes here: http://forum.combatace.com/index.php?showt...st&p=139224 Also, in Lexx's post in the same thread, there's a link to 3rdW boards with more on the TE Expect to be doing some work, mostly creating the citylist.ini...you MUST have that for airfield flattening. I looked for another post of mine, that gave a few more steps, but couldn't find it... Wrench kevin stein I've added the new airbase to the Libya terrain in the targets.ini file Then I added it to the cities.ini file Everything worked fine before I added the new airbase and I get a CTD after I do. What is the texture type in the cities.ini file? pfunk Edited April 14, 2008 by pfunkmusik Quote
Guest pfunkmusik Posted April 14, 2008 Posted April 14, 2008 Between the Terrain Editor crashing when I sneeze at the keyboard and the fact that adding airbases, just don't seem to work, I'm about to toss in the towel. pfunk Quote
Lexx_Luthor Posted April 16, 2008 Posted April 16, 2008 (edited) Texture type is what tile the airfield uses. Confustingly, in the TextureList, the texture type list near the top numbers texture types starting with 1, all other references to these start with zero...ie... n-1. EXAPPLE: say Jungle tile type is map listed at 3, this is called 2 in other references to Jungle. I think, all you need do is load your existing HFD file, new TextureList file, and new CityList file, then hit level airfields, and then SAVE ALL. You will be prompted for file replacement. Replace the existing HFD, the TE replaces TFD file as well ... has the new terrain tile for the new airfield. Also confusting is ... CityList airfield locations are in kilometers, while Target airfield locations are in meters. I always use exponential notation in Target so they look like kilometers ...like 540E+3 instead of 540000. If CityList has airfield terrain reference number not corresponding with any numbers in TextureList (remember n-1), TE will crash. Edited April 16, 2008 by Lexx_Luthor Quote
Guest pfunkmusik Posted April 16, 2008 Posted April 16, 2008 Texture type is what tile the airfield uses. Confustingly, in the TextureList, the texture type list near the top numbers texture types starting with 1, all other references to these start with zero...ie... n-1. EXAPPLE: say Jungle tile type is map listed at 3, this is called 2 in other references to Jungle. I think, all you need do is load your existing HFD file, new TextureList file, and new CityList file, then hit level airfields, and then SAVE ALL. You will be prompted for file replacement. Replace the existing HFD, the TE replaces TFD file as well ... has the new terrain tile for the new airfield. Also confusting is ... CityList airfield locations are in kilometers, while Target airfield locations are in meters. I always use exponential notation in Target so they look like kilometers ...like 540E+3 instead of 540000. If CityList has airfield terrain reference number not corresponding with any numbers in TextureList (remember n-1), TE will crash. Got it. Will try it tonight. pfunk Quote
Guest pfunkmusik Posted April 16, 2008 Posted April 16, 2008 Got it. Will try it tonight. pfunk Tried it. TE didn't crash, but the loading screen in SFP1 gets to 60% and CTDs. I'm tired. pfunk Quote
Wrench Posted April 17, 2008 Posted April 17, 2008 PfunK ... look in Roberto Skylord's "Lybia Terrain Weirdness" post in the Mods & Skinning chat for my response. Don't know how long it'll take, but I'm on it. They're be some replacement of some ship types, as some are not longer availble to the General Publick Wrench kevin stein Quote
Guest pfunkmusik Posted April 17, 2008 Posted April 17, 2008 PfunK ... look in Roberto Skylord's "Lybia Terrain Weirdness" post in the Mods & Skinning chat for my response. Don't know how long it'll take, but I'm on it. They're be some replacement of some ship types, as some are not longer availble to the General Publick Wrench kevin stein I can wait, Kevin. I want to add Araxos, Hellenikos and Decimomannu ABs to the terrain and couldn't get any of the three to work. I want to do a second landing of the Marines in Libya after Quadafi reveals his nuclear weapons programme. More than happy to wait as I have enough on my plate. pfunk Quote
krfrge Posted April 17, 2008 Posted April 17, 2008 I experienced the same problem with a load to 60% the CTD. My remdy was to start with a fresh HFD & TFD file. Make sure the TE parameters are good. I use the following: Terrain Size - whatever size you want (1000-1500 is good as that is 600+ square miles of ground to fly over) Texture Tile Resolution - 2000 m Height Field Resolution - 500 m Load up the terrain files, then add the texture file, city file and run the autotexture and then transition textures, save your new HFD & TFD and you should be good. Also check the terrain editor.ini file to make sure it is not corrupted somehow [TerrainEditor] SystemDirectory=System GraphicsEngineDLL=GraphicsEngine.dll TerrainEngineDLL=TerrainEngine.dll SaveDirectory=E:\SFP1\Strike Fighters\Terrain\TALO DEMDirectory=E:\SFP1\Other\Terrain\e020n90.tar BrowseDirectory=E:\SFP1\Strike Fighters\Terrain\TALO TextureListFile=E:\SFP1\Strike Fighters\Terrain\TALO\Texture.ini CityListFile=E:\SFP1\Strike Fighters\Terrain\TALO\Talo_Cities.INI RiverListFile=E:\SFP1\Strike Fighters\Terrain\TALO\rivers.INI [NewTerrain] MapSize=1000 HeightMapResolution=500 TileMapResolution=2000 [DEMImport] Longitude=35.0000E Latitude=60.0000N MapScale=100 HeightScale=110 [HeightMap] MinLandHeight=1 [bitmapExport] HeightScale=10 [bitmapImport] HeightScale=10 MinLandHeight=1 [HeightMapColor] WaterColorRed=0 WaterColorGreen=0 WaterColorBlue=192 LandColorRed=96 LandColorGreen=160 LandColorBlue=96 MountainColorRed=96 MountainColorGreen=64 MountainColorBlue=48 [FractalGenerator] Scale=0.500000 Frequency=0.001700 [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 AlphaObjectIndexCount=3072 [HeightField] DetailScale=20.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [NormalTextureMaterial] 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 [WaterTextureMaterial] 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 [NoiseTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 BlendOp=MODULATE_INV_SRC NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].TileU=TRUE TextureStage[01].TileV=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] 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=1.000000,1.000000,1.000000,1.000000 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 [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [NoiseTexture] Size=256 MinColor=207 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0 Quote
Lexx_Luthor Posted April 19, 2008 Posted April 19, 2008 Yep, 60% crash means terrain busted. I'm trying to recall the last time I had a 60%, but I can't. I may have never. Also, terrain here includes all the DATA objects and stuff. Right now, I have no Objects in my terrain DATA I work with now. Quote
+Gepard Posted April 21, 2008 Posted April 21, 2008 (edited) Pfunkmusik. Post your added lines of your Citieslist and target.ini here. Perhaps we can see what causes you problem. Edited April 21, 2008 by Gepard Quote
Guest pfunkmusik Posted April 21, 2008 Posted April 21, 2008 Pfunkmusik. Post your added lines of your Citieslist and target.ini here. Perhaps we can see what causes you problem. Gep, we were working with a faulty terrain set. Wrench is reworking it at this time, but I really appreciate it. pfunk Quote
+Dave Posted April 21, 2008 Posted April 21, 2008 I hate the Libya terrain, it should be deleted. I do not know why I even uploaded it after the TE crashed and ruined my work. This is reason 4,254,862, why I do not make terrains anymore. Quote
Guest pfunkmusik Posted April 21, 2008 Posted April 21, 2008 Gepard, I have a problem that's corollary of this. I can't get the Terrain Editor to load my sea tiles because the old TextureListWOE file still thinks the water textures are .tga files, I guess. Anyway, anything with water is not there. When I go to edit the Texture Map List, it shows all the dry land stuff, but none of the stuff with water and when I click 'New', it's not letting me add new tiles for 'S Sea' or anything like a transition tile to water. What do I do now? Can I manually add it to the .ini? pfunk Quote
Guest pfunkmusik Posted April 21, 2008 Posted April 21, 2008 (edited) Hey, I got a question. I'm just jacking around with the TE. Why won't the 3-way transition tiles, the sea tiles, and the river tiles load? I've moved all the .bmp files into the TE and I've gotten a lot of them to add to the TextureList file, but there are some that just flat refuse to work. TK even told me to save them as a 24-bit bitmap, but that hasn't even helped. The only Sea tile I can get to load is WATERNORMAL.bmp, which really looks wierd when you AutoTexture it in. pfunk Looks a little like this. Edited April 22, 2008 by pfunkmusik Quote
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