+allenjb42 Posted February 13, 2010 Posted February 13, 2010 I'm getting a weird effect near coastlines and along rivers in all the SF2 games. I'm running the combo pack and these pics are from SF2:Israel, but the same thing happens in the others too. I don't see this when playing the first gen. games, even with the graphics settings exactly the same (customized, based on high settings). My current graphics card is: Accelerator in Use: Mobile Intel® 945GM Express Chipset Family Any help would be appreciated. Thanks Quote
hawkeye52 Posted February 13, 2010 Posted February 13, 2010 I'm willing to bet it is your intel integrated graphics card...which is pretty weak. I've never seen that happen on any machine that I've tried it on Windows XP/Vista/7 on 32bit and 64bit Some ATI and some Nvidia cards. My first bet is your graphics chip, which sounds like is on a laptop. You might be SOL in that case when it comes to SF2 Quote
+suhsjake Posted February 13, 2010 Posted February 13, 2010 Graphics probably can't process Alpha Channels properly. Quote
Fubar512 Posted February 13, 2010 Posted February 13, 2010 (edited) It has absolutely nothing to do with integrated graphics.... That issue is easily resolved by using the default terrainx_data.ini files for the stock terrains, and by copying over the material entries from the default terrains, to the add-on (terrains). To simply things, these are the entries: [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [NoiseTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 BlendOp=MODULATE_INV_SRC NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].TileU=TRUE TextureStage[01].TileV=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE 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=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [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 Edited February 13, 2010 by Fubar512 Quote
mmaDave Posted February 13, 2010 Posted February 13, 2010 If you're not comfortable with editing .ini files, setting "Water Detail" under Options -> Graphics to medium or better may resolve it. It did in my case and doesn't lead to a significant performance hit. Quote
Fubar512 Posted February 13, 2010 Posted February 13, 2010 If you're not comfortable with editing .ini files, setting "Water Detail" under Options -> Graphics to medium or better may resolve it. It did in my case and doesn't lead to a significant performance hit. That's true...if one doesn't mind sacrificing the water shader effects. Quote
jomni Posted February 13, 2010 Posted February 13, 2010 (edited) There is some bug in the combo pack. I also have a merged install of all the separate titles there is no problem. The bug is only for low detail level. If you increase to medium, it runs fine. http://bbs.thirdwire...t=7201&start=24 Edited February 13, 2010 by jomni Quote
HockeyCoach Posted February 14, 2010 Posted February 14, 2010 I also noticed this problem with medium and above detail level. The difference was that my IsraelME.cat file was imported to SF2E from my old WOE/WOV/WOI install. The above mention edits solved the problem for me also. Quote
+allenjb42 Posted February 14, 2010 Author Posted February 14, 2010 If you're not comfortable with editing .ini files, setting "Water Detail" under Options -> Graphics to medium or better may resolve it. It did in my case and doesn't lead to a significant performance hit. I tried that and got no joy, I also extracted the various terrainDATA.ini files but they are exactly the same as Fubar's post above, so there is nothing for me to change. This is a problem I've got with the stock terrains. I haven't got as far as adding any other terrains to my 2nd Gen installs. If this is something I've got to live with then so be it until I upgrade. Quote
Fubar512 Posted February 14, 2010 Posted February 14, 2010 I tried that and got no joy, I also extracted the various terrainDATA.ini files but they are exactly the same as Fubar's post above, so there is nothing for me to change. This is a problem I've got with the stock terrains. I haven't got as far as adding any other terrains to my 2nd Gen installs. If this is something I've got to live with then so be it until I upgrade. Do uopi have all graphic options pertaining to terrains and water maxed out? If so, and you're still expereincing this problem, I don't know what to tell you. I have no issues like that with the default terrain sets, and using thosesame values fixed the issues with 3rd party terrains. The only existing issue, is the tree/cloud issue, and the terrain/mirror issue, and only the developer can resolve those. Quote
stingray77 Posted February 15, 2010 Posted February 15, 2010 He is addressed to this already - we "just" have to wait until he comes up with a solution...... Quote
jomni Posted February 17, 2010 Posted February 17, 2010 Feb2010 patch might just fix this according to the readme. I haven't had the time to try at the moment. Quote
+allenjb42 Posted February 18, 2010 Author Posted February 18, 2010 Feb2010 patch might just fix this according to the readme. I haven't had the time to try at the moment. It has! Case closed. Thanks for all your help guys but I guess it took a higher power to fix this problem. Yes, I'm looking at you TK! Quote
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