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ThePsy

Terrain Editor bug?

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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?

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Please do not post in the Knowledge Base.

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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"?

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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...

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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

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[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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