Grinseed 19 Posted January 23, 2011 I've loaded Wrench's WW1 Palestine terrain and because I am running FEG I have begun editing the Palestine.ini. So far all has gone well graphically, 'though there's still a bit of tweaking needed. Knock on wood. However there is one big problem which I don't believe has anything to do with the Palestine.ini file. When I start a mission all the aircraft in my flight occupy the same spot. To avoid dying in a group fireball before the game gets underway, I am forced to use the 'Easy' option for Collisions in the game play setup. I enjoy the thrill of possible collisions in a dogfight, so.... Can someone point me in the right direction to fix this? I'm assuming it will have something to do with the Flight folder but I'm at a loss just what. Cheers and TIA, Grinseed Share this post Link to post Share on other sites
Grinseed 19 Posted January 24, 2011 I solved it and I'm soaring!! Replaced the WW1 Airfield.ini in Wrench's Palestine with one from ww1Cambrai. Had nothing to do with the Flight folder afterall. You just have to love this TW series. So damn intuitively modifiable (...well almost ). I've had such a good time trying to solve this, I lost track of time and will be late for work. The boss will love my excuse: 'I was trying to fix a WW1 airfield in Palestine.' He's used to those sorts of explanations. :) Cheers, one very self satisfied Grinseed. Share this post Link to post Share on other sites
Wrench 9,850 Posted January 24, 2011 (edited) all was pretty much explained the EXTENSIVELY detailed readme enclosed with it. Re-read the 2nd paragraph, at the top. You should have had to edit nothing!! Since it points to the Desert.cat from SFP1/SF2, AND the ww1 airfields inis are included .... that takes care of everything. Now, since it WAS designed for FE2, the ONLY thing you might have needed to touch was the Palestine_DATA.INI, to re-edit the shader effect lines BACK to SF 08 levels (ie: dx9 type), as would be seen in the Desert_DATA.ini. Trust me --- things get tested to destruction before they go out my door!! wrench kevin stein edit: the ww1_airfield in is is Unicode, resave it as ANSI. Again as this was truely designed for ONLY FE2......FE/FEG cannot read Unicode files, thus explaining you aircraft issue Edited January 24, 2011 by Wrench Share this post Link to post Share on other sites
Grinseed 19 Posted January 24, 2011 Wrench, I'm sorry to have annoyed you so much with my post and my tinkering. I did not intend any criticism of your work, indeed I have great respect for all your TW achievements and have greatly appreciated your helpful advice to this TW newbie. I personally know what it is to spend up to a year of precious free time working on a major terrain upgrade for a flight sim, only to have it publically criticised because someone didn't bother to read the instructions. I would never intentionally vist that on anyone. Your sig says it all. Yes, I read your ww1_palestine_terrain_readme. Many times. I can almost recite it from memory. Yes, I knew it was made for FE2, but I've made no secret that I don't have the computer to run FE2 efficiently. But, I have stubbornly tried to make your Palestine run with FEG. Why? Maybe because my grandfather served with the Australian Light Horse in Palestine. He was a good bloke and I'm a life long WW1 history enthusiast. Yes, I did read the 2nd paragraph and loaded the Desert.ini as described. It does work in FEG, but I was mindful that the graphics would probably cause problems. I read end of the 1st paragraph too: 'Those VERY familiar with terrain ini editing are welcomed to try; you can, however, expect NO support from me. You're on your own...' True, I am not VERY familiar with any TW ini editing, but all through my life I have learned many processes and acheived many things people told me I could not possibly do. I'm a stubborn sod like that. I recently had a great success with another terrain patch, making some significant alterations to make it to run in FEG with much improved fps. So, full of enthusiasm, I started tinkering with the Palestine.ini. A slow process of trial and elimination, but I wasnt looking for any help there. I was willing to learn as I went along. However I could not ignore nor understand why the planes were blowing up at takeoff. As often happens a solution came to me after I posted my opening query above. I'm certain I would not have ever figured out the unicode/ansi matter. I thank you for revealing that. Again, sorry to get you so worked up. There was never any laziness nor criticism intended, just some stubborn tinkering. I'll get out of your way now, Grinseed Share this post Link to post Share on other sites
Wrench 9,850 Posted January 24, 2011 Actually, the airfield ini may have been MY fault ... I'd assumed, obviously incorrectly, that FE2 was like SF2 in regards that the various inis stored in the cat files ... all those airfield ini are still in ANSI (of course, running as I am Win7, my damn machine don't care which is which)! Here's what you can do the switch back to 1stGEns on the Palestine data ini: (oh first, BACK UP THE DATA INI BEFORE MAKING ANY CHANGES!!!!! If you screw it up, yo can always pull it back out fo the original zip file) These are the sections in question: [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.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] UseEffectShader=TRUE EffectShaderName=WaterEffect.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] UseEffectShader=TRUE EffectShaderName=FarTerrainEffect.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 [NoiseTexture] Size=256 MinColor=229 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0 That should back date it to 08/FEG level (with luck!) Drop that over the existing sections. I always like hearing about how someone's family relates to something in the game ... which I why I spent more time than usual on the WW2 PTO mods than the ETO/MTO mods - as my father was there in the Phillipines 44-46. take some screenies, and post them if works!!! wrench kevin stein Share this post Link to post Share on other sites
Grinseed 19 Posted January 25, 2011 Thank you Wrench, I am much heartened by your encouragement. I'll give ini sections a run asap. (tomorrow is Australia Day, a national holiday with early breakfast barbecues, anthem singing and general revelry late into the night all across the country) And I will post relevant pics too. I've read so many amusing and tragic stories from flight sim enthusiasts about family connections to war. Some have told stories of their own service. These sims are a very effective way of getting closer to those experiences. TW just makes that experience more accessible. My wife's uncle serviced RAAF aircraft in Port Moresby during war. I see him often, but of course he says very little of his time there. He has much else of great interest to talk about. I haven't mentioned I fly the WW2 terrains in TW. After the SE5a, the Bristol Beauforts are my favourites. Thanks again Wrench, you are a true gent. Take care. Grinseed Share this post Link to post Share on other sites