Jump to content
Sign in to follow this  
Canadair

trees, clouds and Z-buffer

Recommended Posts

gallery_8037_43_28560.jpg

 

 

This is the range terrain wit cellinsky's widesky mod, which has nothing to with this, since I have the same problem with default clouds.tga and environment.sys

It does happen only in certain terrains; for example Formosa; since it uses WOE name comvention I used CA's stary forest and farms and I get the same problem, which does not happen is WOE's germany CE with the same mod, and neithe rin germanyCE imported into SFP; so it is not environmentsys related, not flightengine.ini related, not game (sfp, or woe) related: Seems terrain related: any idea?

Share this post


Link to post
Share on other sites

This is the range terrain wit cellinsky's widesky mod, which has nothing to with this, since I have the same problem with default clouds.tga and environment.sys

It does happen only in certain terrains; for example Formosa; since it uses WOE name comvention I used CA's stary forest and farms and I get the same problem, which does not happen is WOE's germany CE with the same mod, and neithe rin germanyCE imported into SFP; so it is not environmentsys related, not flightengine.ini related, not game (sfp, or woe) related: Seems terrain related: any idea?

 

 

could it be maybe the

depthbufferwrite =true (instead of false)?

in the terraindata's alphaobjecttexturematerial?

 

With Formosa seems better.. I'll check the range

Seems solved i the range as well

Can someone confirm?

Edited by Canadair

Share this post


Link to post
Share on other sites

It's related with settings in given terrain _data.ini, the lines of interest are:

 

[AlphaObjectTextureMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=TRUE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

 

I think all of my treemod use these values by default... The Range terrain shown here does not. This should eliminate the trees visible through clouds bug as shown on Canadair's pic.

 

But the setting I provided cause another bug with plane's canopies "transpatent" to alpha objects (trees, parts of bridges etc.), fixed in WOI, the long awaited famous "two weeks" patch* should help in other titles too.

 

Generally it has nothing to do with the Z-buffer IMUHO, one easily can spot the Z-buffer distant mesh rendering issues, in this case non-existent.

 

 

*which should be already available according to TK's previous statements...

 

EDIT:

 

Canadair, apply the settings I wrote in red to your formosa_data.ini and you should be all OK my friend!

Edited by CA_Stary

Share this post


Link to post
Share on other sites
It's related with settings in given terrain _data.ini, the lines of interest are:

 

[AlphaObjectTextureMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=TRUE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

 

I think all of my treemod use these values by default... The Range terrain shown here does not. This should eliminate the trees visible through clouds bug as shown on Canadair's pic.

 

But the setting I provided cause another bug with plane's canopies "transpatent" to alpha objects (trees, parts of bridges etc.), fixed in WOI, the long awaited famous "two weeks" patch* should help in other titles too.

 

Generally it has nothing to do with the Z-buffer IMUHO, one easily can spot the Z-buffer distant mesh rendering issues, in this case non-existent.

 

 

*which should be already available according to TK's previous statements...

 

EDIT:

 

Canadair, apply the settings I wrote in red to your formosa_data.ini and you should be all OK my friend!

thanks Stary,, as you read above I had it figured out; still now I will have to check all my terrains, since the all-true setupè is not in all terrains data.

Strange no one noticed that before; to me this should eb a sticky

Share this post


Link to post
Share on other sites

I agree with the sticky request, this would be valuable KB info. Also, that screenshot looks like a piece of sopisticated moderen art, showing a change in perspective. Way cool.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..