Jump to content
Sign in to follow this  
allenjb42

SF2 grapics problems with coastlines & rivers

Recommended Posts

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.

 

img00001.jpg

 

img00002.jpg

 

img00003.jpg

 

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

Graphics probably can't process Alpha Channels properly.

Share this post


Link to post
Share on other sites

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 by Fubar512

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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 by jomni

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

He is addressed to this already - we "just" have to wait until he comes up with a solution...... dntknw.gif

Share this post


Link to post
Share on other sites

Feb2010 patch might just fix this according to the readme.

I haven't had the time to try at the moment.

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..