Spudknocker Posted April 15, 2016 Posted April 15, 2016 Hey CA! I have always had trouble with the desert 4 terrain... It's an awesome place to play with all the great airplanes available here on CA but I've always had a lot of crashes and other issues on this particular terrain... While searching for a fix for this issue I found a replacement for the first few entries in the Desert4_Data.ini that were buried wayy back in 2014 forums... All credit goes to Dave for this fix... Just figured i would share it in case anyone else was having this issue! just copy this and replace whats in your desert 4 data ini! [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=6144 RenderMeshIndexCount=8192 SolidObjectVertexCount=6144 SolidObjectIndexCount=8192 AlphaObjectVertexCount=6144 AlphaObjectIndexCount=8192 [[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
+Wrench Posted April 15, 2016 Posted April 15, 2016 isn't that pretty much what I wrote back in 2010? http://combatace.com/topic/54856-converting-sfwo-terrains-to-sf2-usage/ basiclly, you're adding the shader statements (ter****.fx) why they (may have) been missing before on this terrain is beyond me.
Spudknocker Posted April 15, 2016 Author Posted April 15, 2016 I believe the issue was actually in the terrain mesh section there were some HUGE numbers in there and I believe that was what was crashing my system [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=6144 RenderMeshIndexCount=8192 SolidObjectVertexCount=6144 SolidObjectIndexCount=8192 AlphaObjectVertexCount=6144 AlphaObjectIndexCount=8192
+Piecemeal Posted April 15, 2016 Posted April 15, 2016 If I remember correctly the reasons that the numbers were high was cos they were tailored for a high powered system that could handle it (ie: a gaming rig).
Spudknocker Posted April 16, 2016 Author Posted April 16, 2016 Ah does anyone have a 512 tileset for the desert4 terrain? All my attempts have failed or like a toned down version of desert4 that might work better on less powerful systems?
+Piecemeal Posted April 16, 2016 Posted April 16, 2016 Ah does anyone have a 512 tileset for the desert4 terrain? All my attempts have failed or like a toned down version of desert4 that might work better on less powerful systems? Simple. Just resize the tiles yourself. AFAIK it can be done on any PC using Microsoft Paint.
+Wrench Posted April 16, 2016 Posted April 16, 2016 one need to be especially careful with the tgas, as some programs tend to "eat" the alpha channel. I'd try something like Gimp or Paint.not (gimp first) to resize them. Both are free programs
Spudknocker Posted April 16, 2016 Author Posted April 16, 2016 (edited) Ya I tried resizing them myself but when I took a look at the TFD editior it showed all these pink holes in the terrain after I converted them to 512 and I made sure that there werent any tiles missing but no bueno Could I have resized them wrong? I used GIMP and went to Image-Scale image then exported them as bmps Edited April 16, 2016 by Spudknocker
+Wrench Posted April 16, 2016 Posted April 16, 2016 pink holes means it can't read the tiles. Safe to assume these were sea and/or sea-land transitions? tgas -- the sea, river, and sea-land transition tiles MUST remain as 32-bit tga (RGB + Alpha) make sure you save as.. ***.tga being unfamiliar with either gimp paint.net, I'm guessing that "scale" would be the same as Photoshops "resize".
Spudknocker Posted April 17, 2016 Author Posted April 17, 2016 Yes I assume so Maybe Ill try it again!
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