+Stary Posted November 26, 2008 Posted November 26, 2008 View File DESERT / ISRAEL2 ground environment update DESERT / ISRAEL 2 ground environment update ("tree mod") Should work with any maps using default SFP1/SFG desert tileset in jet titles from the series. In all cases you'll have to use the desert.cat or manually extract and move the tiles from desert.cat to your terrain folder. Not tested with the "desert replacement tileset"! Should work, but objects placement will be slightly incorrect. Submitter Stary Submitted 11/26/2008 Category Environmental Mods Quote
+suhsjake Posted November 26, 2008 Posted November 26, 2008 I like the short grass at the airfields. Gives them a rustic, unmaintained airfield. Though, at a few Desert (SPF1) airfields, there are a few large trees in the runway and on the taxi ways. Quote
+Stary Posted November 26, 2008 Author Posted November 26, 2008 (edited) I like the short grass at the airfields. Gives them a rustic, unmaintained airfield. Though, at a few Desert (SPF1) airfields, there are a few large trees in the runway and on the taxi ways. I wanted to give them such effect, thanks! Have you copied the desert1.tod and desert2.tod files from the desert folder? These are different than the Israel2 versions, have no objects on them (apart that short grass). Edited November 26, 2008 by CA_Stary Quote
Vader2 Posted November 26, 2008 Posted November 26, 2008 Looks suberb!!! Great work again,with the new viewlistini, its a blast to fly. Thank,s Quote
+christian59 Posted November 26, 2008 Posted November 26, 2008 thank you a superb job like always christian Quote
+Stary Posted November 26, 2008 Author Posted November 26, 2008 Two notes: Gepards Israel 2 comes with alternative "smooth" HFD heightmap. I strongly recommend using it with this mod. Also there's second version of the Israel 2 data.ini with tile height map set to zero -this eliminates the objects dissapearing in ground, but reduces dunes in desert and some other features given by using high numbers for tile specific heightmaps. Quote
+gerwin Posted November 27, 2008 Posted November 27, 2008 This is a great enhancement! As I always have something to complaint : you have any idea how I can remove these green cross-like objects that are placed occasionally. Quote
+76.IAP-Blackbird Posted November 27, 2008 Posted November 27, 2008 I get a rundll32 error when i try to fly israel 2 terrain a CTD and then I can fly don`t know what causes this?! Quote
+Stary Posted November 27, 2008 Author Posted November 27, 2008 I get a rundll32 error when i try to fly israel 2 terrain a CTD and then I can fly don`t know what causes this?! 76.IAP-Blackbird, there are two possible solutions: 1) Try changing the flightengine.ini [GraphicsSettings] as per KB: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=16384 MaxModelType=2048 MaxMeshPerScene=2048 MaxModelPerScene=4096 MaxLightPerScene=1024 AspectRatio=1.333333 MinPixelSize=1.0 and if you've already did this with no luck, open your Israel 2_data.ini and reduce these values: RenderMeshVertexCount=8192 //4096 RenderMeshIndexCount=12288 //6144 SolidObjectVertexCount=8192 //4096 SolidObjectIndexCount=12288 //6144 AlphaObjectVertexCount=4096 //2048 AlphaObjectIndexCount=6144 //3072 to their original lower values listed after "//" @gerwin: Set your anisotropic filtering to higher level, seems to be mipmapping bug, or please post here a screenshot of such anomaly so I can verify the cause Quote
+gerwin Posted November 27, 2008 Posted November 27, 2008 @gerwin:Set your anisotropic filtering to higher level, seems to be mipmapping bug, or please post here a screenshot of such anomaly so I can verify the cause I put a screenshot of the object here (as I cannot attach images in download-support topics): http://forum.combatace.com/index.php?autoc...si&img=7493 what do you think? Quote
+Stary Posted November 28, 2008 Author Posted November 28, 2008 (edited) Ok everyone, try these settings, they give nice soft trees without white outlines of any kind, and slightly fades trees in the distance, looks very naturally [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE 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 <--- this is important NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE <--- set mipmaps to TRUE for blending to work TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA <--- this is very important! New variable that introduces fading With above I recommend using DetailMeshsize=8 or greater to have the trees fading with distance/wide FOV angle. @Gerwin: the above settings should help you Edited November 28, 2008 by CA_Stary Quote
Canadair Posted November 30, 2008 Posted November 30, 2008 I like the short grass at the airfields. Gives them a rustic, unmaintained airfield. Are they supposed to be on runways as well? Quote
+Stary Posted December 1, 2008 Author Posted December 1, 2008 Are they supposed to be on runways as well? Canadair, you want the no grass version? Or you have trees or bushes placed wrongly too? Quote
Canadair Posted December 2, 2008 Posted December 2, 2008 Canadair, you want the no grass version? Or you have trees or bushes placed wrongly too? I have trees and bushes placed worngly, yes sir Quote
Panama Red Posted December 2, 2008 Posted December 2, 2008 I too have just one airfield using Israel 2 terrain (and your specific trees for that terrain) where the trees show up on the runway. Other than that, I love the mod (and I just ignore the trees). Quote
+Stary Posted December 2, 2008 Author Posted December 2, 2008 @Canadair, Panama Red: The reason may be that IIRC one airbase in Israel (Tel Nof or Ben Gurion?) extends over the empty green "airfiels" tiles into farms, placing few farmland-specific objects (trees, bushes) on runway or texiways. The best way would be moving the base a bit... I'll see what can be done about it. Quote
+gerwin Posted December 2, 2008 Posted December 2, 2008 With above I recommend using DetailMeshsize=8 or greater to have the trees fading with distance/wide FOV angle. @Gerwin: the above settings should help you Thanks a lot, suprisingly these settings in the Desert_Data.ini fixed it, I a cannot find any green crosses anymore. Also the trees now appear anti-aliased or something, which makes them less pixelated without much framerate loss. I might try out these settings for other terrains as well, because it works well. Quote
+Stary Posted December 2, 2008 Author Posted December 2, 2008 Thanks a lot, suprisingly these settings in the Desert_Data.ini fixed it, I a cannot find any green crosses anymore. Also the trees now appear anti-aliased or something, which makes them less pixelated without much framerate loss. I might try out these settings for other terrains as well, because it works well. Yes, they use filtering and mipmappimg making them less jagged. The settings I podted here and in other topic are my fav now. I thing the green crosses were caused by some mipmaping issues, good it solved now Quote
Panama Red Posted December 3, 2008 Posted December 3, 2008 (edited) CA_Stary: When I spotted trees on the runway last night during a test mission, I backed up and checked the airfield and it said that it was "Sde Dov", if that helps. Panama Red Edited December 3, 2008 by Panama Red Quote
+Stary Posted December 3, 2008 Author Posted December 3, 2008 CA_Stary:When I spotted trees on the runway last night during a test mission, I backed up and checked the airfield and it said that it was "Sde Dov", if that helps. Panama Red Thanks, will check what can be done to easily solve the problem. Quote
+Stary Posted December 4, 2008 Author Posted December 4, 2008 Ok, I think this should solve the problem: Panama Red was right, it's the Sde Dov airfield extending into "kibuz.bmp" tile, causing the few palms to appear on ramp and runway runway. So, here's an updated .TOD file for this particular tile with those nasty three or four plants moved back: Just drop into your terrain/Israel2 folder and overwrite. Quote
+ST0RM Posted December 6, 2008 Posted December 6, 2008 Love this terrain mod. Adds a much needed feature to liven up the old desert terrain. Thanks! -S Quote
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