+Stary Posted July 6, 2011 Posted July 6, 2011 View File Enhanced GermanyCE tileset -no trees for grass tiles Enhanced GermanyCE tileset -no trees for grass (R-type) tiles fix/addon to my GermanyCE enhanced tileset. This is quick fix that removes trees from R-type (in original TW tileset empty grass only) tiles. As most seem to be using custom GermanyCE_tagets.ini file(s) with various airfields added (like those in Nato Fighters 4+ or others) I did this fix. This will also allow future usage of my tileset by modders working on new campaigns with even more new airfields planned, yet to be released. To install simply unzip to your mods installation GermanyCE folder, overwrite when asked. You can also delete the GermanyCE.TFD file that came with my GermanyCE tileset (no custom tiles layout needed) Submitter Stary Submitted 07/06/2011 Category Tilesets for Terrains Quote
ataribaby Posted July 6, 2011 Posted July 6, 2011 Works like a charm now. Thanks for fixing this. Quote
+Stary Posted July 6, 2011 Author Posted July 6, 2011 I'd prefer to have trees on the R tiles too, but then 1) I'd have to retile more and more custom airfields/bases 2) in the future, any new airfield added would be incompatible with my tileset Quote
ataribaby Posted July 6, 2011 Posted July 6, 2011 I'd prefer to have trees on the R tiles too, but then 1) I'd have to retile more and more custom airfields/bases 2) in the future, any new airfield added would be incompatible with my tileset i think current solution works perfectly. Quote
ataribaby Posted July 28, 2011 Posted July 28, 2011 Nice nice. Tested a lot in my custom CZ MiG-21 campcaing. Just one question if its possilbe please to add alternative to popup buildings so they fade out like on stock terains? Personaly i like this. Quote
+Stary Posted July 28, 2011 Author Posted July 28, 2011 none that I know of, you can have either: 1)old style (pre May11) pop-up trees and buildings (these are part of the same TOD object!) with the pop-up distance tweakable via flightengine.ini entry 2) fading trees and buildings May11 and beyond, with currently no tweaks as to their fading out range I think one of the "Code DLCs" TK mentioned about will be related to trees and buildings fading Quote
ataribaby Posted July 28, 2011 Posted July 28, 2011 (edited) none that I know of, you can have either: 1)old style (pre May11) pop-up trees and buildings (these are part of the same TOD object!) with the pop-up distance tweakable via flightengine.ini entry 2) fading trees and buildings May11 and beyond, with currently no tweaks as to their fading out range I think one of the "Code DLCs" TK mentioned about will be related to trees and buildings fading Hmm thats strange. I have all 2nd games (actualy combo pack) with both EXP adons and some DLC planes. As far i know just one patch changed to fadding. My concern is with yout terrain mod i get just fading trees and buildings popup. In stock and in some other terrans (as far i remeber GH3 and Cuba plus, and both use custom tods) are ok and both trees and buildings fade out ok. Maybe i dont understand your latest post fully, maybe you cant do anything about this, dunno. First i though it is intentional from you and you wanted city blocks to popup. Edited July 28, 2011 by ataribaby Quote
SFP1Ace Posted July 28, 2011 Posted July 28, 2011 Ataribaby try this: In GermanyCE_data.ini change the following entry: [solidObjectTextureMaterial] EffectShaderName= //terSolidObject.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=1.000000,1.000000,1.000000,1.000000 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 to this: [solidObjectTextureMaterial] EffectShaderName=terSolidObject.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=1.000000,1.000000,1.000000,1.000000 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 Did it fix the popup buildings for you? Quote
ataribaby Posted July 28, 2011 Posted July 28, 2011 Bingo! Thats made a trick! Thanks. Buildings now nicely fade out. Someone maybe do not like it as fadein is rather short bit i realy hate big citiblocks popups. Quote
+Stary Posted July 28, 2011 Author Posted July 28, 2011 oh, the disabled shader, right... Thanks SFP1Ace Quote
SFP1Ace Posted July 28, 2011 Posted July 28, 2011 No problemo Stary, tbh, I thought you left it that way intentionally, coz you liked it better. Quote
+Stary Posted July 28, 2011 Author Posted July 28, 2011 Honestly I don't remember, so many testing of seettings in the way, and using old or older terrain _data.ini for mod Quote
NimitsTexan Posted September 12, 2011 Posted September 12, 2011 Does this fix work with he Hi Res version? Quote
+Stary Posted September 15, 2011 Author Posted September 15, 2011 should work I think as tods were mostly the same layout Quote
squid Posted September 24, 2011 Posted September 24, 2011 Great ! and i have been wondering about the buildings fading too :) Quote
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