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warthog64

Water in all Terrains has problem

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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?

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ASHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

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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.

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Go ahead and post in the KB. Good find.

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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 by gerwin

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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:

post-32175-1222850919_thumb.jpg

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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?

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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?

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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

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