+X RAY Posted July 31, 2009 Posted July 31, 2009 I've got a strange transparency issue flying low near the jungle,just dragand drop the terrain as is,tried in both high and unlimited settings,is it caused by the resized trees?is it possible using the normal stary ones? Quote
malibu43 Posted July 31, 2009 Author Posted July 31, 2009 (edited) Hmmm... Can you try just GH2 and see if that works for you? If so, then we know it's something I did... although, I didn't really change much. I added the re-scaled trees, and made some changes to the vietnamSEA_data.ini file to get best performance for my system. Edited July 31, 2009 by malibu43 Quote
+X RAY Posted July 31, 2009 Posted July 31, 2009 tried,all is shimmering,missing textured and trees looks like x without any transparency Quote
malibu43 Posted July 31, 2009 Author Posted July 31, 2009 Try making this change in vietnamSEA_data.ini to get rid of the shimmering trees: [AlphaObjectTextureMaterial] ... BlendOp=BLEND_SRC_ALPHA <---- was BLEND_DST_ALPHA ... See if that helps. And when you say missing textures, do you mean terrain tiles? Did you install Brian32's VietnamSEA repaint when you did a fresh GH2 install? Quote
+X RAY Posted July 31, 2009 Posted July 31, 2009 What i've did: Extract the VietnamSEA.cat from the root game with new .cat extractor and have the VietnamSEA folder,than unzipped and add all the Brain32 tileset into,than added the GH2 and then the Hi-rez folder inside like the Readme says (done thousand times and ever worked on YAP too) and I've lost all the .tga transparency!Is related with the heightmap? Quote
+X RAY Posted July 31, 2009 Posted July 31, 2009 tried your trick but it looks like the same of the beginning screenshot plust large sea areas shimmering! Quote
+Stary Posted July 31, 2009 Posted July 31, 2009 X RAY, Could you post here [AlphaObjectTextureMaterial] section from your VietnamSEA_data.ini? looks like it's the settings, also make sure you use C5's fixed data for SF2V Quote
+X RAY Posted July 31, 2009 Posted July 31, 2009 X RAY, Could you post here [AlphaObjectTextureMaterial] section from your VietnamSEA_data.ini? looks like it's the settings, also make sure you use C5's fixed data for SF2V well,...no i don't have C5 fix where can I find it? Quote
malibu43 Posted July 31, 2009 Author Posted July 31, 2009 (edited) well,...no i don't have C5 fix where can I find it? #12 However, I believe these were already included in the all-in-one package. There are some good SPAD fixes in that thread that I sould add, though... Edited July 31, 2009 by malibu43 Quote
+X RAY Posted July 31, 2009 Posted July 31, 2009 [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=FALSE 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=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA tried the new C5 DATA plus airbases fix,goes better but the excessive transparency on trees remains tried with widesky and new Orsin widesky both with and without C5 Envirofix Quote
+Stary Posted July 31, 2009 Posted July 31, 2009 X RAY try this: AlphaTestEnabled=FALSE change to AlphaTestEnabled=TRUE should work ok Quote
+X RAY Posted August 1, 2009 Posted August 1, 2009 mmm...notice nothing examples: this is SF2V with this entry change as above and C5 data etc.... this is what I like to do,like my standard GH2 install for WoV 06 look how the jungle looks different,in 06 seems that you don't see trough,in SF2E yes look at the clouds Quote
+Stary Posted August 1, 2009 Posted August 1, 2009 mmm...notice nothing examples: this is SF2V with this entry change as above and C5 data etc.... this is what I like to do,like my standard GH2 install for WoV 06 look how the jungle looks different,in 06 seems that you don't see trough,in SF2E yes look at the clouds The problem is, TK once again changed something in the textures with alpha channel (transparency) rendering in new series. Was working ok in older titles and First Eagles. Try these settings [AlphaObjectTextureMaterial] //EffectShaderName=terAlphaObject.fx 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 NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE or these: [AlphaObjectTextureMaterial] //EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE 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_DST_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Quote
+X RAY Posted August 1, 2009 Posted August 1, 2009 first settings seems quite better but: second settings give no transparency at all: Quote
malibu43 Posted August 1, 2009 Author Posted August 1, 2009 Not to detract from the GH2 discussion, but... For v2.0 we're interested in adding more new target areas (in addition to all the base areas and VC camps originally created by TeTeT). I'm thinking small docks/depots w/ Sampans to go next to rivers, VC supply depots, rail depots, or any other target areas that would be appropriate for North or South Vietnam. These would be target areas, that we could "drop" into various locations on the map to increase mission variability. If anyones interested in putting any of these things together, post here or PM me! Thanks. Quote
verde13 Posted August 2, 2009 Posted August 2, 2009 Not to detract from the GH2 discussion, but... For v2.0 we're interested in adding more new target areas (in addition to all the base areas and VC camps originally created by TeTeT). I'm thinking small docks/depots w/ Sampans to go next to rivers, VC supply depots, rail depots, or any other target areas that would be appropriate for North or South Vietnam. These would be target areas, that we could "drop" into various locations on the map to increase mission variability. If anyones interested in putting any of these things together, post here or PM me! Thanks. That would be excellent ! Wish i could help but right now i'm lucky if i get a hour of flying time per 3 days. Quote
+ojcar Posted August 2, 2009 Posted August 2, 2009 An update to the old Tet Offensive campaign would be good too. This campaign has helicopters! Quote
malibu43 Posted August 3, 2009 Author Posted August 3, 2009 An update to the old Tet Offensive campaign would be good too. This campaign has helicopters! We're looking into that. One thing is that I don't want to require anything that isn't free from CA. Plus, in general, I'm not that big of a fan of Helos in the TW series. To me they feel like flying a slow fixed wing aircraft with a Helo cockpit and weapons. But we'll see... Also, the reality is, with the way I've been able to get strategic nodes to work in campaigns, the Tet campaign would probably be identical to the Steel Tiger and Easter Offensive campaigns (with regards to the ground war). Just different aircraft units available to fly. If that's the case, I don't know if all the work on the campaign is really worth while. Users might get just as much enjoyment using the single mission generator. We'll see though... Quote
+ojcar Posted August 3, 2009 Posted August 3, 2009 I agree with you. I don't like very much the FM of some helos, but flying in South Vietnam in your Spad and seeing some helos making a mission next to you rises the inmersion to the top in my book.......If there was a helo war, it was Vietnam. In the current version of Tet I have upped the supplies for the North Vietnamese, and lowered the need of supply for offensive. They are more aggesive now, but came only from the North. I love the smell of Napalm in the morning.... Quote
+wilco Posted August 3, 2009 Posted August 3, 2009 (edited) Would it be feasible to add suspected targets like truck parks and weapons caches? I was thinking of (invisible) objects placed randomly among the trees, maybe near the truck routes, with low target values and no secondary explosions when destroyed. Edited August 3, 2009 by wilco Quote
+PureBlue Posted August 3, 2009 Posted August 3, 2009 How about making the actual Ho Chi Minh trail? Vietnam terrain could be loaded up in Terrain Editor, and a route could be built with road tiles. Of course this wouldn't be easy, perhaps some target areas need to be moved, and definetly lots of testing and time needed. But think about it, a few new tiles with dirt roads and a canopy of trees above it, with hidden weapons caches at crossroads and river crossings. Now then you could arrange the terrain_targets.ini to have targets appear/disappear at certain dates to simulate random traffic or historical large shipment convoys... etc. etc. I know there has been some Ho Chi Minh trail mods, but not with an actual dirt road network. This might be something I'll try after I'm done with the other terrain project. But if any brave soul wants to go ahead and give it a shot, I'll be sure assist in any way. Quote
malibu43 Posted August 3, 2009 Author Posted August 3, 2009 (edited) How about making the actual Ho Chi Minh trail? Vietnam terrain could be loaded up in Terrain Editor, and a route could be built with road tiles. Of course this wouldn't be easy, perhaps some target areas need to be moved, and definetly lots of testing and time needed. But think about it, a few new tiles with dirt roads and a canopy of trees above it, with hidden weapons caches at crossroads and river crossings. Now then you could arrange the terrain_targets.ini to have targets appear/disappear at certain dates to simulate random traffic or historical large shipment convoys... etc. etc. I know there has been some Ho Chi Minh trail mods, but not with an actual dirt road network. This might be something I'll try after I'm done with the other terrain project. But if any brave soul wants to go ahead and give it a shot, I'll be sure assist in any way. That would be great! There are already some VC and NVA bases in the new target areas, and I got a "truck park" target area from TeTeT that will be included as well. I found that the mission builder (I can't remember which one) actually works pretty well for getting the "overall picture" for where all these bases are on the map. It would be great if you could take this into acccount and build the network of roads around some of those pre-existing target areas. Then if you just also added random roads and forks into other places, we can build additional target areas around those as well. I think the most challenging thing (but great for realism) would be to have the roads follow valleys in a natural way and wind their way through out the map. Edited August 3, 2009 by malibu43 Quote
Dreamstar Posted August 14, 2009 Posted August 14, 2009 Has anyone encountered the problem with the B-57G campaign.... if you exit it mid campaign and try fly it again you end up flyin Corsairs from the middle of the ocean... no carriers just the middle of th ocean... 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.