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Mike Dora

Wire retro step?

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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

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I recently noticed they changed too. Were the original one's in Vanderstok's Updated Trench Textures?

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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.

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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

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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

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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

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