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Posted

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.

Posted

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

Posted

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.

Posted

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

Posted
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

  • 4 weeks later...

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