+baffmeister 1,205 Posted February 22, 2014 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 The present Desert4_Data.ini is out of date and also has an aftermarket shimmer fix but the main problem is probably caused by the Z Buffer offset entry.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=0.80LowDetailMeshThreshold=0.50MedDetailMeshThreshold=0.30TileToHeightGridRatio=4RenderMeshVertexCount=4096RenderMeshIndexCount=16384SolidObjectVertexCount=12288SolidObjectIndexCount=18432AlphaObjectVertexCount=8192AlphaObjectIndexCount=12288[HeightField]DetailScale=1.0DetailFrequency=1.0MaxHeight=1000MinHeight=0[HeightOffset]LowDetailMesh=-1.5WaterMesh=0.8[NormalTextureMaterial]EffectShaderName=terTerrainEffect.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[WaterTextureMaterial]EffectShaderName=terWaterEffect.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=TRUEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000SpecularColor=1.000000,1.000000,1.000000,1.000000SpecularPower=10.000000Reflectivity=0.00000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[backgroundMaterial]EffectShaderName=terFarTerrainEffect.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[solidObjectTextureMaterial]EffectShaderName=terSolidObject.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[AlphaObjectTextureMaterial]EffectShaderName=terAlphaObject.fxDepthBufferCheck=TRUEDepthBufferWrite=FALSERenderedInOrder=TRUEAlphaTestEnabled=TRUECullMode=NO_CULLLightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=2.000000BlendOp=BLEND_SRC_ALPHANumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=TEXTURE //-------------------------------------Replace the Libya data entries above this line with these new entries[Texture001]Filename=sea1.TGAHasWater=2HeightMap=sea1_hm.BMPHeightMapScale=2.000000Color=0.212429,0.268664,0.327297SolidObjectTexture=AlphaObjectTexture= That will probably work. Cheers. Share this post Link to post Share on other sites
+Piecemeal 450 Posted February 22, 2014 Never noticed that before baff. Well done. Share this post Link to post Share on other sites
+baffmeister 1,205 Posted February 22, 2014 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
+Piecemeal 450 Posted February 22, 2014 Stop, Baffo!!! You're embarrassing me!!!! (well done btw) Share this post Link to post Share on other sites
Wrench 9,875 Posted February 23, 2014 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!! Share this post Link to post Share on other sites
FrankTB 14 Posted February 23, 2014 Thanks from me too. Share this post Link to post Share on other sites
+baffmeister 1,205 Posted February 23, 2014 (edited) 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!! When it comes to terrains, I do everything the wrong way at least two or three times. [ 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 February 23, 2014 by baffmeister Share this post Link to post Share on other sites
Wrench 9,875 Posted February 23, 2014 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