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stingray77

"Blurry" transition from jungle canopy to sky

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I have the absolutely fabulous "SF2V Air and Ground War Expansion Pack v1.0 by malibu43" installed (which includes GreenHell2 - I think this is the one mostly connected to my "finding").

 

Yesterday I saw - when flying low low - that the transition area from the jungle's canopy to the sky was kind of "blurry"/boxy shaped. (Sorry, I forgot to take screenies - I'll try to bring some later!)

Anybody else saw those, too, or might have an idea if/how to smoothe them out?

 

Something else, I "found out": when in a dogfight, I was bottoming out a dive just feet from the ground - I actually was flying through the treetops, cutting them away :shok: ... Except from the swooshing sounds, it did no further harm but it sure was close... :yes:

What to learn from that: crash altitude seems to remain below the top of the tree's height! (Although there sure will be not too much air in between...)

 

And I was rewarded for my sweat by taking out the MiG with a Sidewinder just after recovering from that dive! That was COOL! :biggrin:

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You can't collide with tods, which includes trees and most city buildings. :yes:

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The files in terrain directories that define things things like trees, city buildings, etc. The important thing for you to know is that unless the object is on an airfield, is a target, or is something that can actively shoot at you, you probably can't collide with it.

 

Also, your blocky trees are probably caused by the Green Hell 2 mod overstressing your video card.

 

FC

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May be related to VietnamSea_data.ini, which, among other things, sets the way TOD files (trees, buildings) are rendered -there are various visual quality or anomaly results for the same settings depending on game/engine version. Stingray77, could you post here your VietnamSEA_data.ini [AlphaObjectTexture] section?

 

And no, unfortunately, you can't collide with TOD ground objects. TK's quite stubborn about not fixing this.

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Trees and most buildings in Thirdwire titles are rendered as alpha objects, which means that they do not have defined collision points (which would require a data.ini for each type). No biggie, trees in LOMAC, for example, are handled the same way.

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I think you can rub against trees in BS.

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I think you can rub against trees in BS.

 

My fav is "plucking" high tension wires in FC, like banjo strings...they even make a twanging sound when you hit one just right with your vert stab :biggrin:

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Here's the VietnamSEA-data:

 

[Terrain]

TerrainFullName=Vietnam, Southeast Asia

DataFile=VietnamSEA_data.INI

TargetFile=VietnamSEA_targets.INI

TargetTypeFile=VietnamSEA_types.INI

MovementFile=VietnamSEA_movement.INI

NationsFile=VietnamSEA_nations.INI

BriefingText=VietnamSEA_briefing.INI

DogfightFile=VietnamSEA_dogfight.INI

DogfightOnly=FALSE

Longitude=106

Latitude=16

LimitedNations=TRUE

 

[Map]

FilenameFormat=VietnamSEA_Map%d.bmp

Width=1000000.0

Height=1000000.0

NumZoomLevels=3

 

[WeatherChance]

ScatteredChance=35

BrokenChance=25

OvercastChance=20

InclementChance=10

 

[AllowedMissionTypes]

FriendlyMissionTypes=SWEEP,CAP,ESCORT,STRIKE,CAS,SEAD,ARMED_RECON,RECON,ANTI_SHIP

EnemyMissionTypes=SWEEP,CAP,ESCORT,STRIKE,CAS,SEAD,ARMED_RECON,RECON,ANTI_SHIP

 

[AllowedDates]

StartDate=8/2/1964

EndDate=4/30/1975

 

...plus a screenie - left of front of aircraft. But I'm pretty much sure this comes from the trees.....

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What are your texture graphics settings? Looks as if either what FC said, the trees are stressing your graphics card, or that the engine might be resizing the trees, resulting in the lower quality.

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Try these settings:

 

[AlphaObjectTextureMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

CullMode=NO_CULL

LightEnabled=TRUE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=TRUE

FilterEnabled=TRUE

AmbientColor=1.000000,1.000000,1.000000,1.0000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

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

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Allright - although still a beginner (have the sim for around two weeks now) I think, I'll want to dive into there... Where do I find those settings (some .ini I guess), do I need something more (software) than just the editor to open, change and save?

Edited by stingray77

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