Mike Dora Posted September 11, 2009 Posted September 11, 2009 Hello again Still having fun fine-tuning my FE graphics, benefiting from the work of the experts. Just noticed an odd thing though, the presentation of the barbed wire between the trenches seems to have become "less better", if I can coin a phrase. Until just recently, what I think I was seeing was a relatively dense area of "sticks" in the wired areas, nicely representing the posts and stanchions used to secure the wire. As I say, I think that's what I saw, and I think that these came from someone's graphics update pack. Trouble is I've fiddled so much lately that I'm no longer sure that I saw them (maybe it's a Senior Moment.. ), nor can I recall where they came from. What I'm seeing now though, are the separate grey "wire" panels from the TEROBJECT_WIRES1.TGA file that comes with the default FE graphics, see below: So, help (again) please. Was I seeing things, or is there a better wire graphic out there - and if so, where? Thanks all Mike Quote
Saltfiskur Posted September 11, 2009 Posted September 11, 2009 I recently noticed they changed too. Were the original one's in Vanderstok's Updated Trench Textures? Quote
Panama Red Posted September 11, 2009 Posted September 11, 2009 I'm gussing, but it looks like you are using Stary's terrain from your posted picture. If you are, you are seeing some of the side effects of his changing the Alpha section. When he changed the Alpha section to "fix" the far trees being seen in front of the near trees, it effects ALL Alpha objects in the terrain. Try removing his mod and see if this problem still continues. Quote
Mike Dora Posted September 11, 2009 Author Posted September 11, 2009 I'm gussing, but it looks like you are using Stary's terrain from your posted picture. If you are, you are seeing some of the side effects of his changing the Alpha section. When he changed the Alpha section to "fix" the far trees being seen in front of the near trees, it effects ALL Alpha objects in the terrain. Try removing his mod and see if this problem still continues. Good call PR, I just tried reverting the [AlphaObjectTextureMaterial] section of the ww1cambrai_data.ini file back to the original parameters, and the wire is back to "normal". So far Stary's trees still seem to be OK too. Fingers crossed.. Mike Quote
VFC_Baxter Posted September 12, 2009 Posted September 12, 2009 Good call PR, I just tried reverting the [AlphaObjectTextureMaterial] section of the ww1cambrai_data.ini file back to the original parameters, and the wire is back to "normal". So far Stary's trees still seem to be OK too. Fingers crossed.. Mike Mike, A favour please. I cannot remember where I put my pre-mod backup of the ini file. Coule you post that section here for me so I can get the wire back too please. Gary Quote
Mike Dora Posted September 12, 2009 Author Posted September 12, 2009 Mike, A favour please. I cannot remember where I put my pre-mod backup of the ini file. Coule you post that section here for me so I can get the wire back too please. Gary Gary, I initially put back the default ww1cambrai_data.ini [AlphaObjectTextureMaterial] text, as follows: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE 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 But I've since replaced that with this minor change: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE //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 Because the latter seems to have solved the jagged-edge surface mist problem I was suffering from a few weeks ago. It's all up to user preference of course - which is one of the great things about FE. Mike Quote
VFC_Baxter Posted September 12, 2009 Posted September 12, 2009 Thank you Mike, much appreciated. Quote
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