+Wrench Posted February 15, 2016 Posted February 15, 2016 yeah, that IS a bit odd, isn't it?? Note the van is sitting normally!! Quote
TheWarrior Posted February 15, 2016 Posted February 15, 2016 The Warrior and blaze95, Gents - my signs are sinking on the islands. Any recommendations on adjustments to the data.INI? Sinking 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. Boustead Heavy Ironworks.JPG Sorry. No I don't. Quote
+Menrva Posted February 16, 2016 Posted February 16, 2016 (edited) 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 February 16, 2016 by blaze95 Quote
krfrge Posted February 16, 2016 Posted February 16, 2016 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. Quote
+Menrva Posted February 16, 2016 Posted February 16, 2016 (edited) 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 February 16, 2016 by blaze95 Quote
krfrge Posted February 17, 2016 Posted February 17, 2016 blaze95, Here is what I was using. [TerrainMesh]TextureThreshold=0.80LowDetailMeshThreshold=0.50MedDetailMeshThreshold=0.30TileToHeightGridRatio=4RenderMeshVertexCount=4096RenderMeshIndexCount=6144SolidObjectVertexCount=4096SolidObjectIndexCount=6144AlphaObjectVertexCount=2048AlphaObjectIndexCount=3072 [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=1.000000,1.000000,1.000000,1.0000000ZBufferOffset=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=FALSERenderedInOrder=TRUEAlphaTestEnabled=TRUECullMode=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=1.00000ZBufferOffset=2.000000BlendOp=BLEND_SRC_ALPHANumTextureStages=2TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=TEXTURETextureStage[02].TextureName=TextureStage[02].MipMap=TRUETextureStage[02].FilterEnabled=TRUETextureStage[02].ReflectionMapping=TRUETextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHATextureStage[02].StageAlphaOp=DIFFUSE[backgroundMaterial]EffectShaderName=terFarTerrainEffect.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.0000000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[NoiseTextureMaterial]DepthBufferCheck=TRUEDepthBufferWrite=FALSERenderedInOrder=TRUEAlphaTestEnabled=TRUECullMode=CLOCKWISELightEnabled=FALSESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=FALSEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=1.000000BlendOp=MODULATE_INV_SRCNumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=FALSETextureStage[01].FilterEnabled=TRUETextureStage[01].TileU=TRUETextureStage[01].TileV=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=FALSETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=TEXTURE[NoiseTexture]Size=256MinColor=207MaxColor=255Frequency=1.7ResolutionFactor=4.0StartFadeDistance=200.0EndFadeDistance=500.0 Quote
+Menrva Posted February 17, 2016 Posted February 17, 2016 -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! Quote
+Wrench Posted February 17, 2016 Posted February 17, 2016 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 Quote
krfrge Posted February 19, 2016 Posted February 19, 2016 Gents, Cleaned up the data.ini but, "NO JOY". Appreciate everyone's patience and assistance. Kindest regards - Krfrge Quote
+Menrva Posted February 19, 2016 Posted February 19, 2016 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. Quote
krfrge Posted February 19, 2016 Posted February 19, 2016 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_RSignFullName=R_R SignModelName=R_RSign.LODTargetType=MISCActiveYear=0TargetValue=0UseGroundObject=FALSEDamagePoint=0.010ArmorValue=0.0ArmorType=0RepairRate=0.555StartDetectChance=0StartIdentifiedChance=0IncreaseDetectChanceKey=0MaxVisibleDist=1000.0DamagedModel= Below is the original. [TargetType1352] Name=R_RSignFullName=R_R SignModelName=R_RSign.LODTargetType=MISCActiveYear=0TargetValue=0UseGroundObject=FALSEDamagePoint=0.010ArmorValue=0.0ArmorType=0RepairRate=0.555StartDetectChance=0StartIdentifiedChance=0IncreaseDetectChanceKey=0MaxVisibleDist=1000.0DamagedModel= <----Added in this line and those belowDestroyedEffect=SmallFireDestroyedModel=crater.lodSecondaryEffect=SecondaryChance=0 I am thinking there is something with my TGA tile. Quote
+Wrench Posted February 19, 2016 Posted February 19, 2016 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 Quote
krfrge Posted February 19, 2016 Posted February 19, 2016 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? Just a thought, what if I drop any reference to a xxxxx_hm.bmp in the data.INI? Quote
+Stary Posted February 20, 2016 Posted February 20, 2016 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 Quote
krfrge Posted February 24, 2016 Posted February 24, 2016 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 1 Quote
krfrge Posted February 24, 2016 Posted February 24, 2016 Couple of shots of Swallow Reef. Looking to the east Still work to do. Looking northeast 2 Quote
+Stary Posted February 25, 2016 Posted February 25, 2016 looks pretty convincing to me, just maaaybe add a bit of stock (read: Googled) reef texture to the sandy yellow patches Quote
krfrge Posted February 26, 2016 Posted February 26, 2016 Stary, Three new islands. Ardasier Reef Mariveles Reef Erica Reef 2 Quote
+Stary Posted February 26, 2016 Posted February 26, 2016 good, the first one looks especially well done! 1 Quote
krfrge Posted February 28, 2016 Posted February 28, 2016 Kangaroo Cobra prowling around north of Lake Toba (way in the background) 4 Quote
krfrge Posted March 1, 2016 Posted March 1, 2016 All, Real Life is stepping into high gear. Panipan Naval Station 7 Quote
charlielima Posted March 3, 2016 Posted March 3, 2016 All, Real Life is stepping into high gear. Panipan Naval Station Panipan Naval Station.JPG Do I see a Special Boat / Special Warfare pier there ? CL Quote
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