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Posted

Hello@all, I posted this problem in Thirdwire forum as well but as there is many terrain modding guru around, I post it here to.

 

I have a stange problem with TE. I made a new tree object, the file contains 9 objects. i can place them to the tiles in TE (ex: 40 new trees and 15 new forest parts, total objects 55), I save, everything is ok. When I go to the game to see the results, many objects are missing (around 50%). Is it a TE bug or I do miss something?

Posted

Hello@all, I posted this problem in Thirdwire forum as well but as there is many terrain modding guru around, I post it here to.

 

I have a stange problem with TE. I made a new tree object, the file contains 9 objects. i can place them to the tiles in TE (ex: 40 new trees and 15 new forest parts, total objects 55), I save, everything is ok. When I go to the game to see the results, many objects are missing (around 50%). Is it a TE bug or I do miss something?

 

In the games graphics settings, do you have "Ground Objects" set to "Unlimited"?

Posted

Please do not post in the Knowledge Base.

 

Sorry for thatdntknw.gif

 

 

In the games graphics settings, do you have "Ground Objects" set to "Unlimited"?

 

No, I have everything on high settings...

Posted

Ground Object Unlimited is ONLY for Ground Objects (vehicles, ships, and expecically the game-generated parked aircraft). It has absolutely NO control over terrain objects, in particular those controled via TODs.

 

THAT is controled in the terrains data ini; one needs to look at the entry for the particular tile these trees are linked to:

 

[Texture052]

Filename=vietnamGJ50B.BMP

HasWater=0

Color=0.257751,0.320937,0.226057

SolidObjectTexture=terobject_buildings1.BMP <--

AlphaObjectTexture=jungle.TGA <--

 

Also, at the top of data ini, you may need to UP the SolidObject and AlphaObjectIndexCount, depending on you video settings:

 

[TerrainMesh]

TextureThreshold=0.80

LowDetailMeshThreshold=0.50

MedDetailMeshThreshold=0.30

TileToHeightGridRatio=4

RenderMeshVertexCount=4096

RenderMeshIndexCount=6144

SolidObjectVertexCount=12288

SolidObjectIndexCount=18432

AlphaObjectVertexCount=8192

AlphaObjectIndexCount=12288 <--

 

the higher the number, the more tress will show. Be aware of frame rate issues that may occur.

 

wrench

kevin stein

Posted

[Texture052]

Filename=vietnamGJ50B.BMP

HasWater=0

Color=0.257751,0.320937,0.226057

SolidObjectTexture=terobject_buildings1.BMP <--

AlphaObjectTexture=jungle.TGA <--

 

This is done for all the tiles who use the trees I did.

 

Also, at the top of data ini, you may need to UP the SolidObject and AlphaObjectIndexCount, depending on you video settings:

 

[TerrainMesh]

TextureThreshold=0.80

LowDetailMeshThreshold=0.50

MedDetailMeshThreshold=0.30

TileToHeightGridRatio=4

RenderMeshVertexCount=4096

RenderMeshIndexCount=6144

SolidObjectVertexCount=12288

SolidObjectIndexCount=18432

AlphaObjectVertexCount=8192

AlphaObjectIndexCount=12288 <--

 

and there is my data.ini entry

 

[TerrainMesh]

TextureThreshold=0.90

LowDetailMeshThreshold=0.80

MedDetailMeshThreshold=0.70

TileToHeightGridRatio=4

RenderMeshVertexCount=4096

RenderMeshIndexCount=6144

SolidObjectVertexCount=12288

SolidObjectIndexCount=18432

AlphaObjectVertexCount=16384

AlphaObjectIndexCount=16384

 

What I realised is that the missing trees can be randomly assigned for a same tile, not always the same trees are missing. For exemple if I fly over two tiles who are the same, trees are not missing at the same places, but a part is missing on both. weird...this.gif

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