+Stary Posted June 12, 2011 Posted June 12, 2011 true, disabling the shader disables the fading, but how the heck you were able to not limit the draw distance? you're ussing some older flightengine.ini or environmentsystem.ini? oh, idea, what's your BlendOp= for AlphaObjectMaterial? I used BlendOp=BLEND_DST_ALPHA at some time in my treemods, opposed to standard BlendOp=BLEND_SRC_ALPHA Quote
+Stary Posted June 12, 2011 Posted June 12, 2011 (edited) some testing on GH3 Vietnam map, May11: with shader enabled and BlendOp=BLEND_DST_ALPHA, check what happens somewhere at fading point: [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx 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=2.0 //2.000000 BlendOp=BLEND_DST_ALPHA //BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA shader disabled: [AlphaObjectTextureMaterial] EffectShaderName= //terAlphaObject.fx 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=2.0 //2.000000 BlendOp=BLEND_DST_ALPHA //BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA trees display farther, but aplha channel renders wrongly: edit: this one seems best so far: [AlphaObjectTextureMaterial] EffectShaderName= //terAlphaObject.fx 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=2.0 //2.000000 BlendOp=BLEND_SRC_ALPHA //BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE //_BLEND_TEXTURE_ALPHA trees render correctly, don't fade, and render far. I have suspiction that DetailMeshSize= in flightengine.ini is taken from first detail setting ([LowDetailOption]) so setting all detailoption DetailMeshSize= to desired distance might do the trick..? Edited June 12, 2011 by Stary Quote
Gr.Viper Posted June 12, 2011 Posted June 12, 2011 Sooo.. you decide to tweak tree rendering the same weekend TK's testing the new patch? Quote
+Stary Posted June 12, 2011 Posted June 12, 2011 I still have to see what the new patch will bring for us, so yes, testing few things Quote
Lexx_Luthor Posted June 13, 2011 Posted June 13, 2011 malibu:: No fading trees and the horizon is stretching further. Any thoughts? Horizon: Check the Fog settings in Enviro.... StartClear= EndClear= Ramping the EndClear towards the maximum 1.0 lets more horizon show....okay...The Fog covers up the distant terrain so you can't see it, even if its there. Raising the EndClear to 1.0 lets you see clearly all the way to HorizonDistance=. If this is Correct Thinking, then no, you don't see a greater HorizonDistance but you do see closer to the maximum allowed HorizonDistance. ie...Stary is using an EndClear closer to 1.0 :dntknw: However, on the other hand, this may NOT be Correct Thinking. Stary? Quote
+Stary Posted June 13, 2011 Posted June 13, 2011 yes, I'm tweaking my fog settings, but the above were with default settings, but the above were taken with stock environmentsystem.ini I think Quote
Guest Pfunk Posted June 13, 2011 Posted June 13, 2011 Do any of the HD tilesets (GH, Europe, Israel, etc.) work out of the box without any .ini editing? Quote
+Stary Posted June 13, 2011 Posted June 13, 2011 they should do especially the older ones which had no shaders specifiec or deliberately disabled Quote
Wrench Posted June 13, 2011 Posted June 13, 2011 is anyone else getting a non-functional F8 "view target" keystroke??? I just noticed this! Quote
+Stary Posted June 13, 2011 Posted June 13, 2011 sometimes it works, sometimes don't, my suspicin is depending on target range -if the target is far way BVR it doesn't is my observation Quote
+daddyairplanes Posted June 13, 2011 Posted June 13, 2011 (edited) nother question for you all. just noticed last night while reloading the F-16 skinpacks that non stock planes/skins dont show up the nations or units in the loadout screen. belgian, danish and dutch squadrons show up on the stock skins for Hunter F6 and F-104G but not for the skins on the F-16A netz or say the Danish Draken. very disturbing as TK has many squadron decals in stock now esp for the dutch! tried matching nations to nations in the userlist, textureset ini and made sure theyu matched the nation ini. what might give here? oh and warning guys... i've got my internet back! time to p[rove again theres no stupid questions only....i dont gotta finish it do i? Edited June 13, 2011 by daddyairplanes Quote
+daddyairplanes Posted June 13, 2011 Posted June 13, 2011 come to think of it i would agree with stary, as i dont seem to be able to see ground targets until between the 10 and 20 mile mark.. dont usually do it with migs unless a winder is on the way and im tryin to take a pic Quote
+PureBlue Posted June 13, 2011 Posted June 13, 2011 I was over the target, a few miles range and F8 didn't work. does this every once a while.. Quote
+Stary Posted June 13, 2011 Posted June 13, 2011 worked for me minutes ago, fighter sweep, I was able to view all nearby AAA units and planes Quote
+SkateZilla Posted June 13, 2011 Posted June 13, 2011 SHIFT/CTRL + F8 hasnt worked for me for a while Quote
Wrench Posted June 13, 2011 Posted June 13, 2011 try to pay attention ... that's NOT the same keystroke for 'view target' -- ie: F8. Seems to work for aircraft, but not ground targets (those assigned for STRIKE) You used to be able to hit it on the runway, and then F8jump to look at it. Not any more. Not even when righ over it 1 Quote
+hgbn Posted June 13, 2011 Posted June 13, 2011 I just flew an armed recon and the F8 was working like it always have Quote
+Piecemeal Posted June 13, 2011 Posted June 13, 2011 Maybe there's a problem with it for some mission types. I've flown mostly strike missions lately and I usually like to do an 'ad hoc' recon of the target area while en route by pressing F8. No joy whatsoever. Quote
malibu43 Posted June 13, 2011 Posted June 13, 2011 Maybe there's a problem with it for some mission types. I've flown mostly strike missions lately and I usually like to do an 'ad hoc' recon of the target area while en route by pressing F8. No joy whatsoever. I noticed the same thing a while ago, but forgot to bring it up. Quote
+Dels Posted June 13, 2011 Posted June 13, 2011 nother question for you all. just noticed last night while reloading the F-16 skinpacks that non stock planes/skins dont show up the nations or units in the loadout screen. belgian, danish and dutch squadrons show up on the stock skins for Hunter F6 and F-104G but not for the skins on the F-16A netz or say the Danish Draken. very disturbing as TK has many squadron decals in stock now esp for the dutch! tried matching nations to nations in the userlist, textureset ini and made sure theyu matched the nation ini. what might give here? I brought this issue up a couple of topics ago. Here's a link to the solution: Thirdwire Forums It has to do with having an entry for DecalLevel=0,1&2 in the Decals.ini. Dels Quote
Guest Pfunk Posted June 13, 2011 Posted June 13, 2011 I got GH3 and Stary's HD Germany tilesets working. Haven't found a decent one for the default Desert terrain. Downloading the IsraelME HD tileset now. You know, I'd considered making a new tileset, but the existing ones work just fine. I really REALLY like the terrain fade-out technique. I just wish it went out a little further. Quote
malibu43 Posted June 13, 2011 Posted June 13, 2011 I got GH3 and Stary's HD Germany tilesets working. Haven't found a decent one for the default Desert terrain. Downloading the IsraelME HD tileset now. You know, I'd considered making a new tileset, but the existing ones work just fine. I really REALLY like the terrain fade-out technique. I just wish it went out a little further. I use this one: http://combatace.com/files/file/7743-desert-israel2-ground-environment-update/ No HD tiles, but nice trees and other things. Works in SF2. Quote
+daddyairplanes Posted June 14, 2011 Posted June 14, 2011 I brought this issue up a couple of topics ago. Here's a link to the solution: Thirdwire Forums It has to do with having an entry for DecalLevel=0,1&2 in the Decals.ini. Dels appreiciate it dels. didn't put a level 2 in the decal.ini for the RDAF Grey skin for the Netz (hey it only has 3 line entries!) and so the service stayed the same but i can now choose the squadron. gonna hafta edit the ini in the Dutch skin for the Netz so that it akes advantage of them stock decals for the RNLAF. kinda a screwy system but it dont mess up my Phantoms (got levels 0-3 there) so i can live with it! Quote
+Stary Posted June 14, 2011 Posted June 14, 2011 I got GH3 and Stary's HD Germany tilesets working. Haven't found a decent one for the default Desert terrain. Downloading the IsraelME HD tileset now. You know, I'd considered making a new tileset, but the existing ones work just fine. I really REALLY like the terrain fade-out technique. I just wish it went out a little further. for stock Paran/Dhimari Desert search no further: http://combatace.com/files/file/10681-updated-default-sf2-terrain-by-piecemeal-v-12/ Why new Israel tileset? SOmethings wrong with mine? I LOVE the fading trees Pfunk... but the locked distance makes most of my mods quite useless Quote
Guest Pfunk Posted June 14, 2011 Posted June 14, 2011 No, no, Stary...(jeez, I stepped in it now, didn't I?)...I had considered just making a new tileset just for fun, just to see if I can actually do it, not to try to reinvent the wheel. Let's face it, I'm not groveling when I say this, but when it comes to dirt-painting, you and Wrench are the go-to guys. That's just fact. I have this scenario that simply will not get out of my head, maybe one day I'll do it. I do want to remake the Black Sea, I was never satisfied with the final product. Quote
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