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Hello, All.

 

...Can anyone explain how to fix this?

 

The problem is quite obvious.

 

post-2412-0-31651800-1333857570.jpg

 

Help would be much appreciated!

 

 

 

 

 

SidDogg

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The culprit is in the terrain_data.ini. Same problem exists in some of the earlier released terrains.

Could you attach your data.ini for quick comparison Sidd?

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yes terrain data I guess, but also -what's you shadows setting Sid? I think shadows from TOD objects are shown only on unlimited shadows option

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that's true.

 

i'm not near my computer right now, but i will post the contents as soon as humanly possible.

 

 

 

 

 

SidDogg

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This problem also causes the coastal/sea tiles to act weird. Ships will display as if they were out of the water and things like that..

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well, what would be the problem with the DATA.INI?

 

 

 

 

 

SidDogg

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I never was able to pinpoint the bugger in data.ini, but to be honest I usually fly with high or medium shadows where TODs don't cast any -also the given TODs must have checkd "cast shadows" in Terrain Editor during creation to cast shadows at all (my TODs usually have had it checked)

 

 

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I've tested in Desert3 which shows has the same issues for me.

Just copied over the following parts from Anatolia_DATA.ini and the problem was solved, now it's a matter of comparing and finding where the culprit really was.

 

[TerrainMesh]
TextureThreshold=0.80
LowDetailMeshThreshold=0.50
MedDetailMeshThreshold=0.30
TileToHeightGridRatio=4
RenderMeshVertexCount=32768
RenderMeshIndexCount=32768
SolidObjectVertexCount=32768
SolidObjectIndexCount=32768
AlphaObjectVertexCount=32768
AlphaObjectIndexCount=32768

[HeightField]
DetailScale=20.0
DetailFrequency=1.0
MaxHeight=1000
MinHeight=0

[HeightOffset]
LowDetailMesh=-1.0
WaterMesh=0.8


[NormalTextureMaterial]
EffectShaderName=terTerrainEffect.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

[WaterTextureMaterial]
EffectShaderName=terWaterEffect.fx
DepthBufferCheck=TRUE
DepthBufferWrite=TRUE
RenderedInOrder=FALSE
AlphaTestEnabled=FALSE
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=0.00000
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

[backgroundMaterial]
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=1.000000,1.000000,1.000000,1.000000
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

[solidObjectTextureMaterial]
EffectShaderName=terSolidObject.fx
// 11.07.2010 Pureblue, was commented out 
//disabling the shader enables proper lighing of the .tod generated buildings
DepthBufferCheck=TRUE
DepthBufferWrite=TRUE
RenderedInOrder=TRUE
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]
EffectShaderName=terAlphaObject.fx
//try shader disabled
// BUT without shader trees are sorted wrong way (the ones in background displays in front of the closer ones)
DepthBufferCheck=TRUE
DepthBufferWrite=FALSE
RenderedInOrder=TRUE
AlphaTestEnabled=FALSE
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=TRUE
TextureStage[01].FilterEnabled=TRUE 
//11.07.2010 pureblue was FALSE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA

[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

Edited by PureBlue

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THAT TOTALLY FIXED IT!

 

Thanks, folks!

 

 

 

 

 

SidDogg

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