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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

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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

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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).

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and...

for the amount of TOD objects

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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?

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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.

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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

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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 by Spudknocker

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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".

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