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Dave

Anyway To Hide Red Hull of the Ship?

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Why do we see the red hull under the waterline? Is it fixable?

 

Clipboard01.jpg

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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

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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

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Add ballast

Ass... :lol:

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?

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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?

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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

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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 :)

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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

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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=0.80
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

 

do a "search and replace" of

 

HeightMapScale=2.000000

 

to

 

HeightMapScale=0.000000

 

(of course, FR's should already have that!)

 

 

 

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Ok I'll try that. Anything else we can do for the terrain to fix issues?

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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!! :biggrin:

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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!! :biggrin:

 

 

Oh I love the Easter eggs.

 

blaze95

 

Can you assist?

Here are those settings you posted Wrench. Looks good to me. 

 

Clipboard01.jpg

Clipboard02.jpg

Clipboard03.jpg

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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 by blaze95
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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. :lol:

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Ok anyone fixed the water up hills on sundowners Photo Realistic British isles.?

few places like so

post-1981-0-84964600-1424817206_thumb.jpg

Edited by russouk2004

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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..

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Russ, I'll send you my latest version of the terrain, there's been lots of those fixes since I released it.

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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)

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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.

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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 !!!!

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