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Piecemeal

Fishing For Four Seasons Info

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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?

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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.

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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?

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Don't think so... everything that is in cat will be used by default

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American NW works fine. Only has to edit the cat.file path!!!

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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 :wink: :

 

[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

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Fabulous work,lads! :clapping: 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:

 

post-29988-1248359360_thumb.jpg post-29988-1248359379_thumb.jpg

 

I currently have three tga files called 'TEROBJECT_HOUSES1', 'TEROBJECT_HOUSES2' and 'TEROBJECT_HOUSES3'. Is there a fourth?

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I forgot we can limit the nations to specific area, thanks Fubar!

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Fabulous work,lads! :clapping: 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 by Stary

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Good work, Stary. With your help I've finally gotten rid of that whitewash effect :yes:

 

post-29988-1248379109_thumb.jpg

 

Now, where's that milking bucket gone?

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