malibu43 Posted November 7, 2008 Posted November 7, 2008 Which water flickering?I don't know what you are referring specifically about, but I had a LOT of water flickering when updating the falkland terrain basing it ona woe, with the desert.cat for the terrain and the merged objectdata.cat from updated WOE and old SFP. As for the water flickering, what I did was extracting both terrain and water.fx from the germanyCe.cat. I extracted also the germanCe data and found some new lines missing in the previous terrain datas [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] <------------------------------------THOSE ENTRIES WERE MISSING in MALVINAS_data LowDetailMesh=-1.0 WaterMesh=0.8 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.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 [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx 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=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=1.00000 ZBufferOffset=2.000000 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 SO, by coping the missing underliend entries from the stock germany data, the water seems much better and looks good. I don't know it it helps, but maybe is a good insight Also please note that in many terrains, even just released those lines are just not present, but the engine was doing good withput them. (cuba for example) On a final note, plese notice that the [HeightOffset] entry was actually present in pre-patch GermanyCE , SP4 in this form; [HeightOffset] <--------------from SP4 GermanyCE NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 as compared to this one, which is the one in Sept.Patch [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 Hope that this can help someone. I have to say that with a few clicks the Falkland install update is really stable, beautiful and complete. Was much less painful than what I initally thought. I used Falkland, relatively smaller install, to test the modding and updating procedure, and now I am ready to use the next three days OFF to move the main gigantic install into updated WOE. I just noticed that even with the height offset fix, I still get a little bit of shimmering at high altitudes and low sun angles. Is there a way I can tweak these values a little further to eliminate it completely? Thanks! Quote
MiG_Slyer Posted November 7, 2008 Posted November 7, 2008 Why weapons from weapons pack don't show up in loadouts? Quote
WarlordATF Posted November 7, 2008 Posted November 7, 2008 Why weapons from weapons pack don't show up in loadouts? I'm one of the last people to tell someone to read the KB or the Manual, But did you even read this thread before you posted? Its been covered many many times, you need the latest version of the weapons editor and if your installing Bunyaps weapons pack you need to install it to a temp directory and move the files over manually to avoid overwriting the Data.ini files for some of the aircraft. You are better off using the MF Weapons packs, far less work involved. Quote
MiG_Slyer Posted November 8, 2008 Posted November 8, 2008 Still the same problem installed the MF weapons pack but nothing appears in loadouts. Quote
WarlordATF Posted November 8, 2008 Posted November 8, 2008 Still the same problem installed the MF weapons pack but nothing appears in loadouts. What weapons editor version are you using? Have you checked the Aircrafts [Weapons Stations] section to determine it has the correct attachment type? Have you opened the WeaponsData.ini with notepad and checked that the data is correct and numbered right? Otherwise start with a clean install and confirm that all files are deleted before the re-install, then patch up and try again. Quote
MiG_Slyer Posted November 8, 2008 Posted November 8, 2008 i installed it on a clean install weapons editor is the latest one i think which i downloaded from thirdwire website . Quote
MigHound Posted November 13, 2008 Posted November 13, 2008 Does anyone know if the syntax of.... VERY_RARE RARE COMMON VERY_COMMON ...in the DATA.INI files of each aircraft still followed in the new october 2008 patch?? I've been running the game with the Oct-2008b patch, and noted something odd. For (Single Mission), in selected year (1986-87) out of 30 some odd (intercept) engagements, all the aircraft spawned are the same. To be more specific... in four missions back to back, there are variations. After that the cycle repeats. The only enemy AI aircraft, in the missions are (without fail..) mission 1 = HAL Marut mission 2 = L-39 Albatross mission 3 = MiG-23M mission 4 = MiG-23MS The odd occasion I'll get friendly AI planes on the map... they are as follows... F-14A Tomcat EA-6A Prowler Mirage F-1C Again they are the only ones spawned in each mission... I have over 275 available aircraft in the game... I'm positive over 60% of those are available for this selected time period. Why only these seven? I'm wondering if the aforementioned syntax in the data files might have something to do with it... Anyone with suggestions?? Much thanks and take care... Quote
johnrey Posted November 13, 2008 Posted November 13, 2008 I've got some wierd glitches with shadows on certain aircraft. I updated the ini's for the patch as recommended in another thread... [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 ...And recently I just happened to go to external view when taking off in a Viper and noticed this. Did my plane grow stretchy invisible legs or something? It only happens when viewed from certain angles, and only on certain planes including the F-16's, F-111's, and MiG-25. Terrain type doesn't seem to matter. It's not a huge deal or anything, but I was wondering what might be causing it. Dude, Your plane is a ghost! Quote
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