Jump to content

Recommended Posts

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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).

Share this post


Link to post
Share on other sites

and...

for the amount of TOD objects

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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".

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By VonBeerhofen
      No more repetitive borders or center tiles and more different villages. With this randomization all village and city tiles can be used at will where ever in the game  in any possible rotational state, and it's a lot less mapping work. I already showed the idea some time ago but not with the Harvest City Set. There is still some work to be done to narrow some borders and create the right impression I'm after but I think it's slowly getting there.
      Here's a few screen shots, as an experiment a few village tiles were replaced with breaker field tiles and two different city/village layouts were tried, which means that the randomization for each layout is entirely different while the cities and village sizes and positions weren't changed. 





      You heard it first on combatace.com
      VonBeerhofen
    • By VonBeerhofen
      Here's a compilation of the 12 latest tiles for the 'Harvest' set. I created a temporary map where all other tiles were removed from and randomly filled the EAW world with these 12 tiles only. 12 screen shots were taken of which 6 are displayed now. The remaining 6 will replace these pictures at a later date as I may not have captured all 12 tiles in these screenies and to safe on page loading times .






      VonBeerhofen
    • By Viper63a


      View File ODS Warbirds: E\F-111A\E\F Aardvark & Raven ODS30 Squadrons
      SF2 E\F-111A\E\F Aardvark & Raven ODS30 Squadrons
      -------------------------------------------------------------
      This pack contains the stand-alone version of the E\F-111A\E\F Aardvark & Raven aircrafts from "Operation Desert Storm: 30th Anniversary". This mod contains accurate ODS livery, nose art and serial numbers from ODS. This is just a sample of what you will find in the expansive "Operation Desert Storm: 30th Anniversary" pack. If you like this mod and want (much much) more! Please check out the "Operation Desert Storm: 30th Anniversary" mod here...
      https://combatace.com/files/file/17521-operation-desert-storm-30th-anniversary-edition/
      !! DO NOT INSTALL THIS MOD into the "Operation Desert Storm: 30th Anniversary" pack. That pack already has these aircrafts, customized for the ODS30 theater!
      * Source: 
      https://dstorm.eu/pages/en/usa/f-111.html
      * Included Jets: 
      EF-111A Raven
      F-111E Aardvark
      F-111F Aardvark
      -------------------------------------------------------------
      Installation:
      -------------------------------------------------------------
      1) Copy the contents of the "To_Mod_Folder" folder into your mod folder and over-write if required.
      2) Update your "...\Flight\SOUNDLIST.INI" with the contents of the "Add F111 SoundList.txt". Please don't forget to maintain the number sequence in the sound list.
      3) Check, ensure (or update) all the squadrons in this pack is in your "SQUADRONLIST.INI" file. Once you look at that file, you will know what to do. 
      * Please note that some squadrons may have multiple CO planes, this is not a mistake. Rather than just picking one CO, I am respresenting all the COs for that squardon during the period. So both COs could pop up in given scenario. I rather have them than cut them so...it's only a game...
      * Tweaked and Tested by the ODS30 team!
      * Mod Direction and Optimization - Menrva
      * Additional Data and Weapons improvements - Yakarov79.
      * Additional Sound tweaks and updates - Guuruu.
      * Accurate Skins and Decals - Viper63a
      * Added JosefK's "0.9 OPEN BETA FOR F-111 CCIP" Mod to F-111E & F.
      Thanks and Enjoy!
      =Viper63a=
      -------------------------------------------------------------
      -------------------------------------------------------------
      Previous versions....This mod is a ODS specific subset of these other mods...
      * Updated Mod Pack: SF2 USAF E\F-111\E\F Pack by Viper63a, Dtmdragon, Lel and Fanatic Modder!
      * FastCargo's Super Vark package 2.4 (SF2)
       
      * Slick Cowboy's F-111_improvedskinpack 2.0 (SF2) 
       
      * Dave's EF-111A Version 2.0 (SF1)
       
      * LeL's F-111 TAC Pack (SF1)
       
      * Spinners [Fictional] General Dynamics F-111A 'Early TAC' Version 1
       
      * Hi Ho Silver - The Afterburner Mod v.1 (SF1/SF2) 
       
      * Florian - "AmokFloo" - Western Style Pilot Models (SF1/SF2)

      * JosefK's "0.9 OPEN BETA FOR F-111 CCIP" Mod to F-111E & F.
       
      F-111D Additions! Ravenclaw for the weapon models. dtmdragon the avionics, cockpit repaint, loadout.ini, what if AIM-7G, data.ini overhaul and repackaging with the updated skins. FANATIC MODDER and LeL helped with the data/loadout.ini information and testing.
       
      Thank you all for your contributions!!
      -------------------------------------------------------------
      * Please see the "~Original Readme" folder for original credits and previous contributors. All credit goes to those who came before me. Without them, this pack would not be possible. 
      -------------------------------------------------------------
      -------------------------------------------------------------
       
      Submitter Viper63a Submitted 06/28/2021 Category F-111  
    • By Viper63a
      SF2 E\F-111A\E\F Aardvark & Raven ODS30 Squadrons
      -------------------------------------------------------------
      This pack contains the stand-alone version of the E\F-111A\E\F Aardvark & Raven aircrafts from "Operation Desert Storm: 30th Anniversary". This mod contains accurate ODS livery, nose art and serial numbers from ODS. This is just a sample of what you will find in the expansive "Operation Desert Storm: 30th Anniversary" pack. If you like this mod and want (much much) more! Please check out the "Operation Desert Storm: 30th Anniversary" mod here...
      https://combatace.com/files/file/17521-operation-desert-storm-30th-anniversary-edition/
      !! DO NOT INSTALL THIS MOD into the "Operation Desert Storm: 30th Anniversary" pack. That pack already has these aircrafts, customized for the ODS30 theater!
      * Source: 
      https://dstorm.eu/pages/en/usa/f-111.html
      * Included Jets: 
      EF-111A Raven
      F-111E Aardvark
      F-111F Aardvark
      -------------------------------------------------------------
      Installation:
      -------------------------------------------------------------
      1) Copy the contents of the "To_Mod_Folder" folder into your mod folder and over-write if required.
      2) Update your "...\Flight\SOUNDLIST.INI" with the contents of the "Add F111 SoundList.txt". Please don't forget to maintain the number sequence in the sound list.
      3) Check, ensure (or update) all the squadrons in this pack is in your "SQUADRONLIST.INI" file. Once you look at that file, you will know what to do. 
      * Please note that some squadrons may have multiple CO planes, this is not a mistake. Rather than just picking one CO, I am respresenting all the COs for that squardon during the period. So both COs could pop up in given scenario. I rather have them than cut them so...it's only a game...
      * Tweaked and Tested by the ODS30 team!
      * Mod Direction and Optimization - Menrva
      * Additional Data and Weapons improvements - Yakarov79.
      * Additional Sound tweaks and updates - Guuruu.
      * Accurate Skins and Decals - Viper63a
      * Added JosefK's "0.9 OPEN BETA FOR F-111 CCIP" Mod to F-111E & F.
      Thanks and Enjoy!
      =Viper63a=
      -------------------------------------------------------------
      -------------------------------------------------------------
      Previous versions....This mod is a ODS specific subset of these other mods...
      * Updated Mod Pack: SF2 USAF E\F-111\E\F Pack by Viper63a, Dtmdragon, Lel and Fanatic Modder!
      * FastCargo's Super Vark package 2.4 (SF2)
       
      * Slick Cowboy's F-111_improvedskinpack 2.0 (SF2) 
       
      * Dave's EF-111A Version 2.0 (SF1)
       
      * LeL's F-111 TAC Pack (SF1)
       
      * Spinners [Fictional] General Dynamics F-111A 'Early TAC' Version 1
       
      * Hi Ho Silver - The Afterburner Mod v.1 (SF1/SF2) 
       
      * Florian - "AmokFloo" - Western Style Pilot Models (SF1/SF2)

      * JosefK's "0.9 OPEN BETA FOR F-111 CCIP" Mod to F-111E & F.
       
      F-111D Additions! Ravenclaw for the weapon models. dtmdragon the avionics, cockpit repaint, loadout.ini, what if AIM-7G, data.ini overhaul and repackaging with the updated skins. FANATIC MODDER and LeL helped with the data/loadout.ini information and testing.
       
      Thank you all for your contributions!!
      -------------------------------------------------------------
      * Please see the "~Original Readme" folder for original credits and previous contributors. All credit goes to those who came before me. Without them, this pack would not be possible. 
      -------------------------------------------------------------
      -------------------------------------------------------------
       
    • By VonBeerhofen
      Regularly my terrain editor comes across this coastal situation for which the standard EAW tile set has no solution. It concerns a narrow passage between two land masses. Ofcourse you can simply widen the passage and use two corner tiles but I think this is sometimes more elegant when there's a large number of this situation, like for instance with a large number of islands close together. I think it serves a few more purposes so here's an example of the tile I use in 2 rotational states.

      VonBeerhofen
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..