Gunrunner Posted April 10, 2010 Posted April 10, 2010 (edited) Yes, you can. The Knowledge Base is your friend. http://forum.combatace.com/forum/176-adding-terrains/ Edit : Yeah yeah, I know, it's for SFP1, yet it works as long as you are converting any GroundObject, putting things in the proper folders and don't mind the "Oh ! I can see through mountains !" bug that seems to affect SF1 terrains ported to SF2. Most terrains are a case of dropping the terrain in the right place. In SF2 your terrain folder is in C:\users\[username]\saved games\Thirdwire\[gamename]\Terrains . Edited April 10, 2010 by Gunrunner
+Wrench Posted April 10, 2010 Posted April 10, 2010 simple drag and drop, making sure the catpointer line is correct. And, yes, you'll have clipping (water appearing THROUGH mountains and all sorts of little oddities, shimmering trees at times, etc). This is basically because the terrain engine, for BOTH series needs a drastic overhaul, and the fact the we haven't gotten any kind of upgrade for the Terrain Editor since 2006 or so. However, you'll need to make some changes in the terrain's data ini to take advantage of the new shader effects (for us cripples on XP or full capable Vista/Winge7 DX10ers); even so, on my XP DX9 machine you must use the new terrain shader effect lines, or you'll not have ANY terrain effects (like moving water) I was gonna write this up for the KB, but haven't had a chance to; guess I"ll have to MAKE the time.... for now, here's some instructions, from an upcoming terrain upgrade by myself and Piecemeal ... ---= Notes for 1stGen Users, TerrainEffects: In the AE_Data.ini, look for the following lines. You'll see the commented out sections for SF2, that make use of the new shaders available to those with Vista/Win7 with DX10.... [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.fx //EffectShaderName=terTerrainEffect.fx [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx //EffectShaderName=terWaterEffect.fx [backgroundMaterial] UseEffectShader=TRUE EffectShaderName=FarTerrainEffect.fx //EffectShaderName=terFarTerrainEffect.fx As it's setup right now, it'll work just fine in BOTH 1st and NextGen games. However, if you want the advanced shaders (which may or may NOT work on these ancient tiles -untestable on my DX9 machine), simply comment OUT the original terraineffects statements, and uncomment the SF2 terTerrainEffect statements. Thusly: [NormalTextureMaterial] //UseEffectShader=TRUE //EffectShaderName=TerrainEffect.fx EffectShaderName=terTerrainEffect.fx Do that for all 3 listed, and that should take care of that. It should be noted a this point, that not ALL 1stGen terrains have been upgraded to 08 standards (after all, I'm only ONE person!). So it may be necessary to ADD the BackgroundMaterial statement in it's entirety -- [backgroundMaterial] UseEffectShader=TRUE EffectShaderName=FarTerrainEffect.fx //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 Use the statement above, albeit for 08 levels, but you'll just have to comment out the original shaders, and uncomment to new ter**fx statement for SF2s. However, SF2 also utilizes the ter***.fx statements in two other places: [solidObjectTextureMaterial] EffectShaderName=terSolidObject.fx and [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx So you'll be needing to add the above line in their relevant positions wrench kevin stein
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