+Dave Posted February 24, 2015 Posted February 24, 2015 Why do we see the red hull under the waterline? Is it fixable? Quote
+hi ho silver Posted February 24, 2015 Posted February 24, 2015 Looks like its on the water rather than in it ! Quote
snapper 21 Posted February 24, 2015 Posted February 24, 2015 I had this on the Libya terrain, as this was looking at the Desert cat I copied WaterTextureMaterial and matching Texture entries in the desert ini file into the Libya data file. Not sure if its the quickest or correct way of doing it,but it works for me. Cheers Snapper 21 Quote
+Stary Posted February 24, 2015 Posted February 24, 2015 copy water shader statements from terrain that doesn't have it, same with terrain one -I BET Decuce's Madagaskar isn't upgraded to SF2 standards basically everything BEFORE the textures listing Quote
Peugeot205 Posted February 24, 2015 Posted February 24, 2015 Check your PM Dave. You'll find the solution Cheers Quote
+Dave Posted February 24, 2015 Author Posted February 24, 2015 Add ballast Ass... Check your PM Dave. You'll find the solution Cheers Yep that fixed it. Thank you very much. What did you did do because I have other terrains like that? Quote
Wrench Posted February 24, 2015 Posted February 24, 2015 was the fix part of the HeightMapScale= statement in the terrain's data ini??? and what of the _hm.bmps for the sea and sea/land transitions? Quote
Peugeot205 Posted February 24, 2015 Posted February 24, 2015 was the fix part of the HeightMapScale= statement in the terrain's data ini??? and what of the _hm.bmps for the sea and sea/land transitions? That's it and I also changed the first lines of Data.ini entry Quote
+CrazyhorseB34 Posted February 24, 2015 Posted February 24, 2015 1500 gallons of Haze Grey paint. 1 Quote
Wrench Posted February 24, 2015 Posted February 24, 2015 yah, used =2.0000 for those, as it was the "standard" at the time. =0.000 seem to be better I'm quite sure the data ini needs updating to the 'newer' statements :) Quote
+Dave Posted February 24, 2015 Author Posted February 24, 2015 So what I did was take his data and overwrote my data in the water section. So is there anything else that needs to be adjusted since you brought it up Kevin? AE_data.7z 1 Quote
Wrench Posted February 24, 2015 Posted February 24, 2015 this is what I'm using on the new WW2 CBI map (also, remove that last section, "noise texture" mind you, this uses Stary's GH3, so the objects may be too many (alpha) [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 do a "search and replace" of HeightMapScale=2.000000 to HeightMapScale=0.000000 (of course, FR's should already have that!) Quote
+Dave Posted February 24, 2015 Author Posted February 24, 2015 Ok I'll try that. Anything else we can do for the terrain to fix issues? Quote
Wrench Posted February 24, 2015 Posted February 24, 2015 check with blaze95, he said he'd gotten the water humps out, which means he was able to fiddle the HFD with gerwin's tool. and, if I may request, please don't remove my Easter Eggs!! Quote
+Dave Posted February 24, 2015 Author Posted February 24, 2015 check with blaze95, he said he'd gotten the water humps out, which means he was able to fiddle the HFD with gerwin's tool. and, if I may request, please don't remove my Easter Eggs!! Oh I love the Easter eggs. blaze95 Can you assist? Here are those settings you posted Wrench. Looks good to me. 2 Quote
+Menrva Posted February 24, 2015 Posted February 24, 2015 (edited) I'd love to assist but I was mistaken when I said that I fixed the water humps problem (that was with another terrain), so we need Wrench to help too. @ Wrench I can open the .HFD with Gerwin's tool, it shows with no problems (IIRC in the past you said it didn't show at all when exported to bitmap with TW's TE). However the HFD doesn't show water humps or any particular oddities. I'm starting to think that something is wrong with the _HM bitmaps, if any are used, and I'm not too expert with these. EDIT: Anyway I have modded the original _DATA.ini, maybe I have fixed such issues involuntarily, recently I'm out of the SF2 world so now I can't check. If you guys want to take a look at it just tell me and I'll post the relevant .inis I have updated. Be advised, the DATA .ini calls for .jpeg textures (I have converted these). Edited February 24, 2015 by blaze95 1 Quote
+Dave Posted February 24, 2015 Author Posted February 24, 2015 Thanks Blaze. Ok Kevin, we anoint thee.. Sir fixer of the terrain water humps. The hours suck and the pay is lousy but Fridays is Hawaiian shirt day! So you got that going for you. Quote
+russouk2004 Posted February 24, 2015 Posted February 24, 2015 (edited) Ok anyone fixed the water up hills on sundowners Photo Realistic British isles.? few places like so Edited February 24, 2015 by russouk2004 Quote
Wrench Posted February 24, 2015 Posted February 24, 2015 I don't have a Hawaiian shirt (I did as a kid), so I'll need a new one. let me see if I archived the TE for Madagascar... otherwise I'll have to build a new one. I'll see what I can do.. Quote
+Sundowner Posted February 25, 2015 Posted February 25, 2015 Russ, I'll send you my latest version of the terrain, there's been lots of those fixes since I released it. Quote
+Stary Posted February 25, 2015 Posted February 25, 2015 Gerwins tool has that cool feature where you can copy say 2x2 3x3 4x4 etc part of heightmap and paste it to other place, that might help level the humps also Meu said he's toying with idea of 3D terrain&tile and targetareas editor as far as I remember (in LOD Viewer topic) Quote
mue Posted February 25, 2015 Posted February 25, 2015 also Meu said he's toying with idea of 3D terrain&tile and targetareas editor as far as I remember (in LOD Viewer topic) My current plan is only for a target area editor ( = target object placement tool) and not for a terrain&tile editor. With TKs and gerwins tools we already have two terrain editors. Quote
+Dave Posted February 25, 2015 Author Posted February 25, 2015 Russ, I'll send you my latest version of the terrain, there's been lots of those fixes since I released it. Oh can you upload it Ant? Me want, me want !!!! Quote
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