+Stary Posted November 25, 2008 Posted November 25, 2008 See, that's the effect I was getting with BlendOp=BLEND_DST_ALPHA parameter. The near trees are too 'solid'. Verses this: The trees look less 'solid' at the edges...which is more like what you would really see. I guess the 'white' border doesn't stick out quite so much to me... FC I'm affraid this is the only method of turning off the white borders known to me as for now. Everytime you fix something, other ugly thing happens. FC, I prefer the soften edged trees like with the default parameters too, but the topic is about way to eliminate the white border around trees. I have tested various combinations of BlendOp= together with rendering flags but no luck so far... Maybe new .fx shader applied to AlphaObjectTextureMaterial could help? nice F-5F BTW. Quote
+Stary Posted November 25, 2008 Posted November 25, 2008 Actually, not to totally hijack the thread, but that's something the terrain could use is some 'seasoning'...but that would involve a massive amount of repainting for all the textures. FC Something like this? Light/early winter, higher tile resolution. Not a perfect repaint, but has the cold feel in it. With new trees and combined with snow mod, could do the trick. Quote
TurtleHawk Posted November 25, 2008 Posted November 25, 2008 Very nice, CA_Stary. I have a 8800GT, and the terrain looks like FC's pic. I did not have to use any of the fixes from the thread. Quote
+Stary Posted November 25, 2008 Posted November 25, 2008 Very nice, CA_Stary. I have a 8800GT, and the terrain looks like FC's pic. I did not have to use any of the fixes from the thread. Strange that Bananimal still reports rendering problems, even using some of the fixes posted, I always thought Nvidia is the way to go regarding TW sims. @Bananimal: Picture showing both close trees and far in the back could help us greatly Quote
Bananimal Posted November 25, 2008 Author Posted November 25, 2008 (edited) Well, last night I was doing some editing of the Vietnam trees. In order for me to do that I have to do it in WinXP instead of Vista because MS in all their wisdom considers the Com1 port to be a security risk in Vista. Therfore my Wacom Pad doesn't work in Vista. After making the changes I booted back into Vista. My WOE graphics were corrupted. So, I removed NHancer and tried again. No luck, Graphics were still corrupt. I removed the drivers and installed the latest Nvidia drivers. Turning off mip mapping is bearable now. Shimmering is at a minimum. I have not reinstalled NHancer. Still, if I use mip mapping the white around the trees is bad. I'd say that this mod is ready to go. CA, can I get your permission to upload my modified version of your textures? 200ft off the deck looks like you are hauling the mail now! :-) Edited November 25, 2008 by Bananimal Quote
+Stary Posted November 25, 2008 Posted November 25, 2008 Surely :yes: go with it, I'll still work on mine Quote
Bananimal Posted November 27, 2008 Author Posted November 27, 2008 (edited) Alright guys I found the answer. Well, at least if you use Photoshop. There is a bug in Photoshop 7.0 that doesn't handle TGA files properly. It causes the white borders. Well 99% of them. There are still some border issues with trees on the top of hills or mountains. Here's a tool that will resolve the issue. It's quick and easy to use. http://www.flipcode.com/archives/Photoshop...Alpha_Fix.shtml On a side note, once I removed all the whities there seems to be an issue with what I call "slag" hovering just above some groups of trees. I have seen these before I uploaded and thought I had them all knocked out. WRONG! The one's that are left are persistent. I can't seem to get rid of them. Don't know why. Maybe an issue with the colored squares used behind the images on the original TGAs? Edited November 27, 2008 by Bananimal Quote
Wrench Posted November 27, 2008 Posted November 27, 2008 That's been a known problem with PS 7 for while .... which is why I'm still using 6, even though 7 is loaded. This is one of those 'weird' things (pornoshop 7s inability to handle 32 bit tgas) as opposed to the graphics cards issues. I seem remember adding a/the patch to my PS7, but don't like the menu system. Don't remember if it worked or not!! Glad somebody finally found/figgered out the problem! Wrench kevin stein Quote
malibu43 Posted December 2, 2008 Posted December 2, 2008 Hey Bananimal, Weren't you working on a WOE version too? What ever happened with it? I like the rescaled green hell trees, and I'm looking forward to some properly scaled trees in WOE as well! Of course, this is to tide me over until the fantastic seasonal mod form CA Stary is ready!!! Quote
Bananimal Posted December 12, 2008 Author Posted December 12, 2008 Hey Bananimal, Weren't you working on a WOE version too? What ever happened with it? I like the rescaled green hell trees, and I'm looking forward to some properly scaled trees in WOE as well! Of course, this is to tide me over until the fantastic seasonal mod form CA Stary is ready!!! I uploaded it today. It's in the environment mod area. Quote
DaveS Posted May 26, 2012 Posted May 26, 2012 Looking for some help gents. I know this is an old thread, but wasn't sure where to post it,. and also what to name the artifact I'm getting on my install of Wov 1 for searching. On the information side, this is a fresh install of WOV 1. What was added so far: 1.) VietnamSEA_Tile_Repaint_v1.0 2.) Green_Hell_2 3.) Rescaled_Green_Hell_2_Trees 4.) Shimmering_buildings_fix The VIETNAMSEA_DATA_INI is modified according to the readme in Bananimal download. [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL //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 //BLEND_DST_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=False //FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Now everything looks fantastic compared to the original, so I would hate to have to give these mods up/delete. What is showing in game is hard to explain...so hopefully these pics will help. One are these white slivers and the other from the pit of the F4D shows up as squares. Really Really would appreciate any advice. Thanks...DaveS Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.