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yeah, that IS a bit odd, isn't it?? Note the van is sitting normally!!

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The Warrior and blaze95,

 

Gents - my signs are sinking on the islands.

Any recommendations on adjustments to the data.INI?

attachicon.gifSinking Signs.JPG

 

All - Below is Boustead Heavy Ironworks. Any ideas on how I can make a ship show it's exposed hull in the drydock area?

I plan to build a wall around the area to simulate the drydock perimeter.

attachicon.gifBoustead Heavy Ironworks.JPG

Sorry. No I don't.

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yeah, that IS a bit odd, isn't it?? Note the van is sitting normally!!

 

In fact, that is strange and makes me wonder. On some terrains using custom _hm files I experienced enemy tanks totally sinking into the ground during various missions. But this is another case, all objects seem to work fine except those signs. Could it be LOD related?

 

krfge, did the signs work fine before the .ini changes I suggested? If they did, then we'll have to dig inside the _data.ini to find out the culprit/s. At least we're going to learn more about the _data.ini values.

Edited by blaze95

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blaze95,

 

The signs were working good before the data.INI adjustment.

Mind you the new data adjustment did the trick in lowering the ships into the water.

I will move the sign around to see if that fixes the height issue.

Maybe its quicksand at that location!!!!

Appreciate everyone's assistance.

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blaze95,

 

The signs were working good before the data.INI adjustment.

Mind you the new data adjustment did the trick in lowering the ships into the water.

 

Such adjustments have fixed one bug, but may have introduced a new one. The only way to figure out what is going on is to replace parts of the _data.ini statements one by one, or group of strings by group of strings. Eventually we may find the "buggy" value.

 

Do you have the old _data.ini values? If you do, please post them here, I do have some suspicions.

Edited by blaze95

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blaze95,

 

Here is what I was using.

 

[TerrainMesh]
TextureThreshold=0.80
LowDetailMeshThreshold=0.50
MedDetailMeshThreshold=0.30
TileToHeightGridRatio=4
RenderMeshVertexCount=4096
RenderMeshIndexCount=6144
SolidObjectVertexCount=4096
SolidObjectIndexCount=6144
AlphaObjectVertexCount=2048
AlphaObjectIndexCount=3072

 

[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=1.000000,1.000000,1.000000,1.0000000
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=FALSE
RenderedInOrder=TRUE
AlphaTestEnabled=TRUE
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=1.00000
ZBufferOffset=2.000000
BlendOp=BLEND_SRC_ALPHA
NumTextureStages=2
TextureStage[01].TextureName=
TextureStage[01].MipMap=TRUE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE
TextureStage[02].TextureName=
TextureStage[02].MipMap=TRUE
TextureStage[02].FilterEnabled=TRUE
TextureStage[02].ReflectionMapping=TRUE
TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA
TextureStage[02].StageAlphaOp=DIFFUSE

[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=1.000000,1.000000,1.000000,1.0000000
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

[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

[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=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE

[NoiseTexture]
Size=256
MinColor=207
MaxColor=255
Frequency=1.7
ResolutionFactor=4.0
StartFadeDistance=200.0
EndFadeDistance=500.0
 

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-Try setting the LowDetailMesh back to its stock value (LowDetailMesh=-1.5). It won't affect the ships I am pretty sure, so just take a look at the signs.

-If nothing changes, in the [NormalTextureMaterial] restore the RenderedInOrder value (you should have it set to TRUE, now try setting it back at FALSE). I have no idea what this means, but who knows, it may work.

-Moreover, make sure you removed the [NoiseTextureMaterial], it seems it is no longer working/present in the stock SF2 terrains _data.ini files.

 

Hopefully we'll find a fix for this odd bug. I'll be busy in the next 48 hours, but I'll be back. Keep us posted!

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yes, "noise texture" doesn't work any more in SF2 (look at stock terrain data inis)

 

I also noticed it's listed twice, with differing values

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Gents,

 

Cleaned up the data.ini but, "NO JOY".

Appreciate everyone's patience and assistance.

 

Kindest regards - Krfrge

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So the changes I suggested didn't work? But the odd thing is that everything else works ok, I guess we must find an alternative LOD for those signs. But I have some sort of an idea as to why this bug is happening; those signs are acting as if they were ships, in fact they sink into the ground. You might want to double-check the object type, their relevant .ini statements in the _types.ini, etc.

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blaze95,

 

There is nothing wrong with the LOD. I am using Wrench's CA signs.

I eliminated the damage thru secondary chance lines thinking I wouldn't need them.

 

[TargetType1352]
Name=R_RSign
FullName=R_R Sign
ModelName=R_RSign.LOD
TargetType=MISC
ActiveYear=0
TargetValue=0
UseGroundObject=FALSE
DamagePoint=0.010
ArmorValue=0.0
ArmorType=0
RepairRate=0.555
StartDetectChance=0
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=1000.0
DamagedModel=

 

Below is the original.

[TargetType1352]

Name=R_RSign
FullName=R_R Sign
ModelName=R_RSign.LOD
TargetType=MISC
ActiveYear=0
TargetValue=0
UseGroundObject=FALSE
DamagePoint=0.010
ArmorValue=0.0
ArmorType=0
RepairRate=0.555
StartDetectChance=0
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=1000.0
DamagedModel=                        <----Added in this line and those below
DestroyedEffect=SmallFire
DestroyedModel=crater.lod
SecondaryEffect=
SecondaryChance=0
 

I am thinking there is something with my TGA tile.

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damaged model should be left blank, as there's no "dmaged sign' lod. For the destroyed model, sometimes a crater1 or nothng, just have the fire buring.

 

I don't thing I've ever used them in a region so close to the water, which might be why I've never experienced the 'sinking' issue. Mostly in cities and air bases, that were (are) pretty flat.

It may just BE the sign lod, but ????.

I'm leaning more towards something on the island's height field, but who knows!???!!!

 

place one someplace inland, and see what it does, would be the experiment I'd try next

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Wrench,

 

Roger. Your CA Billboard signs are great. I really don't think it's the LOD.

 

I tried an all black hm.bmp. Should I make a custom island_hm.bmp that is an outline of the island?

post-5732-0-33822500-1455924981_thumb.jpg

 

Just a thought, what if I drop any reference to a xxxxx_hm.bmp in the data.INI?

 

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yes you should,

 

see the _HM tile-specific maps might turn out to be in fact ESSENTIAL to terrain, despite what Wrench thinks (as he allways repaints them grey)

 

we had talk with Nils (Julhelm) a while back and looking at the max scene of ripped SF2 environment Fubar or Russo posted it occured to us the terrains in general are generated procedurally (that is important bit for the future) -a think that I also noticed doing higer resolution (64px vs original 16px _HMs) _HMs for my latest Korea repaint -the higher resolution _HM files generate higher resolution terrain mesh near the camera. So yes, try experimenting with 64x64 _HM files for islands Kferge, I strongly encourage you to do so.

 

in fact for my new hires tileset I work now on I plan to introduce _HM files for every single tile to check the possible improvements in quality of terrain meshes; all the DEM30 data resolution limitations aside -but that is something I plan to have a closer look at in the future too

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Stary,

 

Thanks for the guidance. Will get back onto this project.

All sorry I was off the net for 5 days on personal business.

Will be back at it shortly.

 

Krfrge

  • Like 1

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Couple of shots of Swallow Reef.

Looking to the east

post-5732-0-79645700-1456317538_thumb.jpg

 

Still work to do. Looking northeast

post-5732-0-14278200-1456317564_thumb.jpg

 

  • Like 2

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looks pretty convincing to me, just maaaybe add a bit of stock (read: Googled) reef texture to the sandy yellow patches

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Stary,

 

Three new islands.

 

Ardasier Reef

post-5732-0-80141100-1456496480_thumb.jpg

Mariveles Reef

post-5732-0-11459900-1456496482_thumb.jpg

Erica Reef

post-5732-0-60630100-1456496483_thumb.jpg

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good, the first one looks especially well done!

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Kangaroo Cobra prowling around north of Lake Toba (way in the background)

post-5732-0-06798400-1456659629_thumb.jpg

  • Like 4

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All,

 

Real Life is stepping into high gear.

Panipan Naval Station

post-5732-0-36100800-1456832700_thumb.jpg

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Can neither confirm or deny,,,,,

post-5732-0-00397200-1457102047_thumb.jpg

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