warthog64 Posted October 1, 2008 Posted October 1, 2008 In both the Germany, and Vietnam terrains the water in both the ocean, and rivers flashes non stop. The Ocean flashes dark square shapes, and the rivers flash white everywhere. Is this a terrain.data issue? Any suggestions? Quote
Wrench Posted October 1, 2008 Posted October 1, 2008 Covered, so far, in about 6 different threads. There's even a new post in KB about it, and how to fix it. http://forum.combatace.com/index.php?showt...mp;#entry198710 Go get 'em!!! Wrench kevin stein Quote
+Dave Posted October 1, 2008 Posted October 1, 2008 ASHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH Quote
+drdoyo Posted October 1, 2008 Posted October 1, 2008 Dave, you might want to add the following to that fix in the KB open the terrainxxx_data.ini and check these lines [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 <============= change to 4096 AlphaObjectIndexCount=3072 <============= change to 6144 I've noticed this in a number of the terrains, and changeing those numbers in conjunction with the [HeightOffest] entries fixed the flashing shapes in my install, but neither method alone did the trick. I explained my theory in the Iceland2015 thread as to why it might be happening. Quote
+gerwin Posted October 1, 2008 Posted October 1, 2008 (edited) I was comparing all four official terrain datafiles yesterday, (Without knowing what all entries mean I must admit) but I suspect that for a september '08 patched game the top part of the file is supposed to go like this, and it is the same in all four files. sorry for the long text. [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] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 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 [BackgroundMaterial] UseEffectShader=TRUE EffectShaderName=FarTerrainEffect.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 [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=TRUE 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=229 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0 // and hereafter follow all [TextureXXX] entries Edited October 1, 2008 by gerwin Quote
+gerwin Posted October 1, 2008 Posted October 1, 2008 On a side note: concerning the SFP1 desert terrain, you play it up to sept 2008 standards 1) by putting the above header in DESERT_DATA.INI, (put it in the desert terrain folder) 2) by extracting DESERT_AIRFIELD1.INI to DESERT_AIRFIELD6.INI form germanyCE.cat and putting them in the desert terrain folder. 3) then play the terrain using a patched WOV/WOE/WOI game. it gives you more detail-ground textures and random flight-line aircraft: Quote
johnrey Posted October 1, 2008 Posted October 1, 2008 In both the Germany, and Vietnam terrains the water in both the ocean, and rivers flashes non stop. The Ocean flashes dark square shapes, and the rivers flash white everywhere. Is this a terrain.data issue? Any suggestions? In the Korean War campaign, I often see tanks in the water. Is there any way to fix this? Quote
MigBuster Posted October 1, 2008 Posted October 1, 2008 In the Korean War campaign, I often see tanks in the water. Is there any way to fix this? Is this Tanks that are generated by a CAS mission? Quote
Wrench Posted October 1, 2008 Posted October 1, 2008 I'll bet they're near Haeju....that's a movements ini problem (the route postions are defined 'off') EDIT - that's Armed Recon...them trucks are always in the water That's been corrected in the new terrain build (along with a butt-load of other things) Wrench kevins tein Quote
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