Jump to content

Recommended Posts

Can't upload a file on the Desert4 download thread so will start a new topic to address the ship above water issue. It's an easy fix, fortunately. The present Desert4_Data.ini is out of date and also has an aftermarket shimmer fix but the main problem is probably caused by the Z Buffer offset entry. [Whatever that is.] I would recommend backing up the original and replace it with this one which is the latest Desert_Data.ini but renamed to Desert4_Data.ini: DESERT4_DATAupdate.zip

 

For the Libya terrain I would suggest a manual edit as the Libya terrain may have some additional tiles or different tile names. You could back up the original Libya data ini then edit a copy with the entries below:

 

[TerrainMesh]
TextureThreshold=0.80
LowDetailMeshThreshold=0.50
MedDetailMeshThreshold=0.30
TileToHeightGridRatio=4
RenderMeshVertexCount=4096
RenderMeshIndexCount=16384
SolidObjectVertexCount=12288
SolidObjectIndexCount=18432
AlphaObjectVertexCount=8192
AlphaObjectIndexCount=12288

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

[HeightOffset]
LowDetailMesh=-1.5
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
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

[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=2.000000
BlendOp=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

 

//-------------------------------------Replace the Libya data entries above this line with these new entries

[Texture001]
Filename=sea1.TGA
HasWater=2
HeightMap=sea1_hm.BMP
HeightMapScale=2.000000
Color=0.212429,0.268664,0.327297
SolidObjectTexture=
AlphaObjectTexture=

 

 

That will probably work. Cheers.

Share this post


Link to post
Share on other sites

Never noticed that before baff. Well done.

Share this post


Link to post
Share on other sites

NP guys. I expect to be running strike missions on this terrain for a long time. Here is a target area fix as well. When departing from RAF Canopic I noticed part of the runway was underground. That area had been leveled but it is near the coastline so the leveling process doesn't work all that well. By moving the airfield east and south a bit I was able to get it to fit in the flattened area but it's a tight fit. Here is a revised target ini. Just drop into the Desert4 terrain and allow the overwrite. DESERT4_TARGETSfix1.zip

Share this post


Link to post
Share on other sites

Stop, Baffo!!! You're embarrassing me!!!! :cry:

 

(well done btw)

Share this post


Link to post
Share on other sites

rule of thumb:

 

never place an airbase on a coast tile. always move them (even if historically inaccurate) at LEAST one tile in from the ocean.

Or be prepared to the export the height map as bit map, go cross-eyed matching the location, paint to match the ocean, REimport the height field FROM the new height map bmp, and reflatten ALL the fields (because the reimportation loses all the 'where are the airfields" location)

 

did this soooooooooo many times on the Northern Europe/Norway map.....I'm still shaking!! :biggrin:

Share this post


Link to post
Share on other sites

rule of thumb:

 

never place an airbase on a coast tile. always move them (even if historically inaccurate) at LEAST one tile in from the ocean.

Or be prepared to the export the height map as bit map, go cross-eyed matching the location, paint to match the ocean, REimport the height field FROM the new height map bmp, and reflatten ALL the fields (because the reimportation loses all the 'where are the airfields" location)

 

did this soooooooooo many times on the Northern Europe/Norway map.....I'm still shaking!! :biggrin:

 

When it comes to terrains, I do everything the wrong way at least two or three times. :blink: [ explaining why my own terrain project is only 50% done after three years. Never again!]

 

Edit: In retrospect, now that I know a bit about the terrain editor, my time probably would have been better spent trying to put some roads, rivers and  additional city transition tiles on the TW desert terrain. An additional tile type in the highland areas would be nice as well. Maybe some grassland tiles with sparse trees for some areas. Too late for me to change horses but with the nice tileset and targeting work done by Piecemeal it would make for an interesting update for someone to do.

Edited by baffmeister

Share this post


Link to post
Share on other sites

did that for the ASW (Texas/Mexico) map. Basic greenish grass field, with some trees

 

sometimes the R series (from Germany) can be used for that too. depending on where the terrain is

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..