+SidDogg 130 Posted April 8, 2012 Hello, All. ...Can anyone explain how to fix this? The problem is quite obvious. Help would be much appreciated! SidDogg Share this post Link to post Share on other sites
+PureBlue 71 Posted April 8, 2012 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? Share this post Link to post Share on other sites
+Stary 2,427 Posted April 8, 2012 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 Share this post Link to post Share on other sites
+SidDogg 130 Posted April 8, 2012 that's true. i'm not near my computer right now, but i will post the contents as soon as humanly possible. SidDogg Share this post Link to post Share on other sites
+PureBlue 71 Posted April 8, 2012 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.. Share this post Link to post Share on other sites
+SidDogg 130 Posted April 8, 2012 well, what would be the problem with the DATA.INI? SidDogg Share this post Link to post Share on other sites
+Stary 2,427 Posted April 8, 2012 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) Share this post Link to post Share on other sites
+PureBlue 71 Posted April 8, 2012 (edited) 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 April 8, 2012 by PureBlue Share this post Link to post Share on other sites
+SidDogg 130 Posted April 8, 2012 THAT TOTALLY FIXED IT! Thanks, folks! SidDogg Share this post Link to post Share on other sites