hawk2009 Posted July 14, 2009 Posted July 14, 2009 Hello, I´m new here and i hope i found the right place for my problem. I installed wov and patched it with the latest update. then i wanted to try some mods and installed vietnam_tile_repaint_v1.0. After that i installed green hell 2 at medium detail. I was disapointed about the uppopping trees in such a short distance. I read the readme and found out that there is a option to push up the distance of the uppopping trees. I just have to modify the DetailMeshSize= in the flightengine.ini. Now there is my problem: there is no flightengine.ini in my flight folder. Where can i find this flightengine.ini or must i download something to integrate this flightengine.ini in the flight folder. Thanks for the help. Quote
+MigBuster Posted July 14, 2009 Posted July 14, 2009 you would need to extract the flightengine.ini from the flightdata.cat using the cat extractor tool you can download from this site. instructions are in the old knowledgebase once extracted put the file in the flight folder to make it work Quote
hawk2009 Posted July 15, 2009 Author Posted July 15, 2009 Thanks for your help. It works. I made the following changes. [NormalSceneClip] FarClipDistance=35000.0 NearClipDistance=249.9 and [unlimitedDetailOption] HorizonDistance=75000.0 DetailMeshSize=14 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 but now ive got anoter problem. At the intersection of detailed territory (where the trees and buildings pop up) and undetailed territorry the water (especially the ocean) is flickering which is very annoying. Can you give me a solution for this problem. Thanks for your help. Playing with modifications really improves this game but i have no experience in it. Quote
+MigBuster Posted July 15, 2009 Posted July 15, 2009 Shimmering you mean? does changing the Anti Aliasing/Anist Filtering settings on your graphics card change anything? Are the trees flickering? Quote
hawk2009 Posted July 15, 2009 Author Posted July 15, 2009 I am not a native speaker but i thing flickering is the right word. The trees are not flickering. Its just the water. Within the hight detailed area around the plane the water looks nice. But at the beginning of the undetailed area the water is flickering. I took a picture, maybe this can help to find the problem. The water above the plane is flickering. Thanks for your fast responses. flickering.bmp Quote
+Fubar512 Posted July 15, 2009 Posted July 15, 2009 I am not a native speaker but i thing flickering is the right word. The trees are not flickering. Its just the water. Within the hight detailed area around the plane the water looks nice. But at the beginning of the undetailed area the water is flickering. I took a picture, maybe this can help to find the problem. The water above the plane is flickering. Thanks for your fast responses. Terrain & water height issue. Try these values in your VeitenamSEA_Data.ini: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=16384 RenderMeshIndexCount=16384 SolidObjectVertexCount=16384 SolidObjectIndexCount=16384 AlphaObjectVertexCount=16384 AlphaObjectIndexCount=16384 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=-0.5 [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WATEREFFECT.FX DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=TRUE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=0.500000,0.500000,0.500000,0.500000 SpecularPower=50.000000 Tansparency=25.000 Reflectivity=50.00000 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 Quote
hawk2009 Posted July 16, 2009 Author Posted July 16, 2009 Hi, i followed your advice but it doesn´t work. The flickering water does not disappear. I have scaled down the high detailled area to meshsize=6 to clarify the problem. Your turn flickering.bmp Quote
hawk2009 Posted August 10, 2009 Author Posted August 10, 2009 Last try. Nobody here who could help? Quote
ShrikeHawk Posted August 10, 2009 Posted August 10, 2009 Hey Hawk, Take a look at the suggestions in the link below. I had to use all of them to cure the same problem on my system. You may have to play with the settings a bit. I did, and now green hell 2 works just fine. http://forum.combatace.com/index.php?showtopic=32500 Quote
hawk2009 Posted August 18, 2009 Author Posted August 18, 2009 Thanks a lot for your help. Now it works fine. Hey Hawk, Take a look at the suggestions in the link below. I had to use all of them to cure the same problem on my system. You may have to play with the settings a bit. I did, and now green hell 2 works just fine. http://forum.combatace.com/index.php?showtopic=32500 Quote
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