+Piecemeal Posted July 21, 2009 Posted July 21, 2009 Hi all. Just checked in this evening for the first time in (I think) three weeks due to the chaos of moving house; topped off with a Family medical emergency. Before I went 'offline', so to speak, I downloaded SF2E which I'm only starting to go through now. I'm just wondering if anyone's working on a SF2E compatible Four Seasons terrain - or is there a simple INI file editing process to make it compatible? Quote
Fubar512 Posted July 22, 2009 Posted July 22, 2009 Hi all. Just checked in this evening for the first time in (I think) three weeks due to the chaos of moving house; topped off with a Family medical emergency.Before I went 'offline', so to speak, I downloaded SF2E which I'm only starting to go through now. I'm just wondering if anyone's working on a SF2E compatible Four Seasons terrain - or is there a simple INI file editing process to make it compatible? It works just fine. 4-season's GermanyCE_data.ini must be edited if you wish to take advantage of the SF2-style shaders. Quote
+Piecemeal Posted July 22, 2009 Author Posted July 22, 2009 It works just fine. 4-season's GermanyCE_data.ini must be edited if you wish to take advantage of the SF2-style shaders. Cheers for the info, Fubar. What changes do I make in the DATA.ini - and where? Just one more question; are there any GERMANYCE ini files from SF2E that I should throw into Four Seasons in order to take advantage of any new generation improvements? Quote
+Stary Posted July 23, 2009 Posted July 23, 2009 Don't think so... everything that is in cat will be used by default Quote
+Soulfreak Posted July 23, 2009 Posted July 23, 2009 American NW works fine. Only has to edit the cat.file path!!! Quote
Fubar512 Posted July 23, 2009 Posted July 23, 2009 These are the settings that I'm using for the Four-Season Terrain in SF2E. In the GermanyCE_DATA.ini, overwrite the existing data in the following sections, with these entries: [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 [HeightOffset] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 LowDetailMesh=-1.0 WaterMesh=0.9 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE FogColor=1.000000,1.000000,1.000000,1.0000000 AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.300000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].MinFilter=Anisotropic TextureStage[01].MagFilter=Anisotropic TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [backgroundMaterial] UseEffectShader=TRUE EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=TRUE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.00000 BlendOp=ONE 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 //NO_OP [NoiseTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 BlendOp=MODULATE_INV_SRC NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].TileU=TRUE TextureStage[01].TileV=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=terWATEREFFECT.FX DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE 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=1.500000,1.500000,1.500000,1.500000 ZBufferOffset=1.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName=Deep.bmp TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=Deep.bmp TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE 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=0.000000 BlendOp=ONE 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 [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 NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [NoiseTexture] Size=256 MinColor=229 MaxColor=255 Frequency=2.0 ResolutionFactor=4.0 StartFadeDistance=500.0 EndFadeDistance=1500.0 Next, a very important step. Open up the GermancyCE.ini, and add the two lines marked in red (this will allow you to have multiple terrains, with dedicated groundobject textures (ie, desert tan, euro green), and will prevent Syrian MiGs from showing up over Central Europe, or the ANW terrain : [Terrain] TerrainFullName=Germany DataFile=GermanyCE_data.INI TargetFile=GermanyCE_targets.INI TargetTypeFile=GermanyCE_types.INI MovementFile=GermanyCE_movement.ini NationsFile=GermanyCE_nations.INI BriefingText=GermanyCE_briefing.INI DogfightFile=GermanyCE_dogfight.INI DogfightOnly=FALSE Longitude=10.817 Latitude=51.111 LimitedNations=TRUE GroundObjectTexture=green Quote
+Piecemeal Posted July 23, 2009 Author Posted July 23, 2009 Fabulous work,lads! I'd recommend these tweaks to anyone who'd like to jazz up their Four Seasons terrain. Just one more quick question; who knows what tga file I'm missing here: I currently have three tga files called 'TEROBJECT_HOUSES1', 'TEROBJECT_HOUSES2' and 'TEROBJECT_HOUSES3'. Is there a fourth? Quote
+Stary Posted July 23, 2009 Posted July 23, 2009 I forgot we can limit the nations to specific area, thanks Fubar! Quote
+Stary Posted July 23, 2009 Posted July 23, 2009 (edited) Fabulous work,lads! I'd recommend these tweaks to anyone who'd like to jazz up their Four Seasons terrain. Just one more quick question; who knows what tga file I'm missing here: I currently have three tga files called 'TEROBJECT_HOUSES1', 'TEROBJECT_HOUSES2' and 'TEROBJECT_HOUSES3'. Is there a fourth? SolidObjectMaterial settings, set AlphaTestEnabled=TRUE, otherwise you won't see aplha channel in tga files (used by me in some cases to enhance the solid objects shapes) EDIT: being more specific it's: [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE <- this line is important, when set to false, skips checking for alpha channel CullMode=CLOCKWISE LightEnabled=TRUE UseLightLevel=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=0.000000 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 Edited July 23, 2009 by Stary Quote
+Piecemeal Posted July 23, 2009 Author Posted July 23, 2009 Good work, Stary. With your help I've finally gotten rid of that whitewash effect :yes: Now, where's that milking bucket gone? Quote
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