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Enhanced GermanyCE tileset -no trees for grass tiles

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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)


 

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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

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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.

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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.

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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

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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 by ataribaby

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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?

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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. :drinks:

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oh, the disabled shader, right... Thanks SFP1Ace :ok:

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No problemo Stary, tbh, I thought you left it that way intentionally, coz you liked it better. :wink:

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Honestly I don't remember, so many testing of seettings in the way, and using old or older terrain _data.ini for mod

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should work I think as tods were mostly the same layout

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