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I tried to adapt Menrva's Sweden, Baltic Rim terrain for SF1 environment, but I have just one issue I can't solve and maybe you could help. I included two pictures, one with the anomaly (water textures, in some spots, look too far one from another ; in height, too there are some small differences), it looks like some kind of "crack" in the water. This is the original data.ini file of the terrain (the original terrain built is for SF2):

 

[TerrainMesh]
TextureThreshold=0.80
LowDetailMeshThreshold=0.90
MedDetailMeshThreshold=0.80
TileToHeightGridRatio=4
RenderMeshVertexCount=4096
RenderMeshIndexCount=16384
SolidObjectVertexCount=12288
SolidObjectIndexCount=18432
AlphaObjectVertexCount=8192
AlphaObjectIndexCount=12288

[HeightField]
DetailScale=1.0
DetailFrequency=1.0
MaxHeight=1000
MinHeight=0
BumpAmount=100

[HeightOffset]
MedDetailMesh=-15
LowDetailMesh=-25
WaterMesh=0.8

[NormalTextureMaterial]
EffectShaderName=terTerrainEffect.fx
DepthBufferCheck=TRUE
DepthBufferWrite=TRUE
RenderedInOrder=TRUE
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=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=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=0.000000
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

 

 

and this one is the one that  I changed it to be compatible with SF1 environment:

 

[TerrainMesh]
TextureThreshold=0.80
LowDetailMeshThreshold=0.90
MedDetailMeshThreshold=0.80
TileToHeightGridRatio=4
RenderMeshVertexCount=4096
RenderMeshIndexCount=16384
SolidObjectVertexCount=12288
SolidObjectIndexCount=18432
AlphaObjectVertexCount=8192
AlphaObjectIndexCount=12288

[HeightField]
DetailScale=1.0
DetailFrequency=1.0
MaxHeight=1000
MinHeight=0
BumpAmount=100


[HeightOffset]
MedDetailMesh=-15
LowDetailMesh=-25
WaterMesh=0.1


[NormalTextureMaterial]
UseEffectShader=TRUE
EffectShaderName=TerrainEffect.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]
//UseEffectShader=TRUE
//EffectShaderName=WaterEffect.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]
UseEffectShader=TRUE
EffectShaderName=FarTerrainEffect.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]
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]
DepthBufferCheck=TRUE
DepthBufferWrite=TRUE
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

 

and these are the pics I was taking about above:

 

https://files.fm/u/8g8yac4j

 

THANK YOU.

Edited by UllyB

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this my sf 2 setting please try it : 

[TerrainMesh]
TextureThreshold=0.80
LowDetailMeshThreshold=0.50
MedDetailMeshThreshold=0.30
TileToHeightGridRatio=4
RenderMeshVertexCount=9096
RenderMeshIndexCount=9984
SolidObjectVertexCount=9999
SolidObjectIndexCount=9999
AlphaObjectVertexCount=9992
AlphaObjectIndexCount=9988

[HeightField]
DetailScale=10.0
DetailFrequency=10.0
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=90.000000
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

[NoiseTexture]
Size=121539
MinColor=1007
MaxColor=1055
Frequency=999.7
ResolutionFactor=900.0
StartFadeDistance=9900.0
EndFadeDistance=99990.0
 

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Nope, it didn't work.Your settings are obvious for SF2 only. Your settings crashed the game. The key is the answer to the question: why do those sea tiles have other height than the majority ones ? They should be all at the same level.

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12 minutes ago, UllyB said:

why do those sea tiles have other height than the majority ones ? They should be all at the same level.

They are at the same level. And even if they aren't, generally you wouldn't see such cracks because all elevation changes appear smooth with this terrain engine. The more I look at the screenshots the more I think it's some kind of memory issue, or something to do with video drivers. It's a bug I've never seen before. If no-one else has other suggestions about _data.ini values, then I think that SF1 simply can't deal with 250m heightmaps properly.

Edited by Menrva

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I doubt it's about video drivers (and less the memory, if it were the lack of memory, the game would've crashed). The other picture , in which things looks as they were supposed to, is taken ... near that area. So, if it were a driver issue, in my opinion,  it would've been the same anomaly everywhere. I'm thinking to another idea, what if the SF2 engine/shader etc ...covers those slightly differences between sea tiles, in those area, and that is why you don't notice them in SF2 environment ? I wonder what Wrench has to say if he sees the pictures. I wish I could have the knowledge to know how parameters from that file work...

Edited by UllyB

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46 minutes ago, UllyB said:

what if the SF2 engine/shader etc ...covers those slightly differences between sea tiles, in those area, and that is why you don't notice them in SF2 environment ? I wonder what Wrench has to say if he sees the pictures. I wish I could have the knowledge to know how parameters from that file work...

All the used terrain shaders are listed in the _data.ini file. If you have replaced those statements with SF1 ones, then why do you think that SF2 shaders are being used? There's no mistery; you have that bug over sea, and those sea tiles use the water shader. Nothing different from the other areas where the bug doesn't show. So it's not about the shaders.

Edited by Menrva

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I meant the SF2 engine, I was wrong  adding to the reasons the SF2 shaders (implying that they could have any involvement in the issue), my mistake (I was carried away). And yes,  you are right, the shaders are not the problem, BUT the reason responsable for unequal sea tiles heights, in those areas, is! At least that is what I suspect.

Could you, please, when you will have time and disposition, check this terrain in SF2 environment and when I say check, I mean to ask you to check every square of sea texture and confirm that those tiles height differences won't appear ? I want to try something, but first I want to be sure of this matter, otherwise it's in vein. Thank you.

Edited by UllyB

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18 hours ago, UllyB said:

Could you, please, when you will have time and disposition, check this terrain in SF2 environment and when I say check, I mean to ask you to check every square of sea texture and confirm that those tiles height differences won't appear ? I want to try something, but first I want to be sure of this matter, otherwise it's in vein. Thank you.

I did. And other hundreds of users who downloaded the terrain did, and have never reported such bug. I built it for SF2, not for SF1. If it doesn't work in SF1, I'm not surprised at all; 250m resolution heightmaps already push the SF2 engine to some limits.

No offense, UllyB, but you should know that I am rather obsessed with perfection, and I hate to release stuff which shows bugs whatsoever. And even if I do release bugged stuff, I'm always ready to fix issues later. Not many (paid) developers are like this, nowadays. The terrain has been released for SF2 for quite some time, and no one complained about it to this moment. So, that tells me that it is working and it is rather solid, in SF2, on multiple machines. SF1 is very similar to SF2, but not identical. SF2 can deal with 250m heightmaps easily. SF1 looks like it doesn't. I can only suggest that you try experimenting with values in the _data.ini. That bug you call with "height differences" it's not a bug with height, it's a rendering bug. The height is plain in such areas. You can see it for yourself with gerwin's TFDtool.

Edited by Menrva

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alright then, now it's clear. I upgraded my WOI engine buying the add-on, which brought it to 2010 july, but there was no improvement. I'll see what I can do in these circumstances. If I can't get it work, as it should, in SF1/WOI, I will have a regret, 'cause I really like your terrain. Thank you for assistance so far.

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But, out of curiosity, have you only tried Sweden? Because I would be puzzled to see that my other terrain packages work in SF1, then. Give a try at those with a bigger sea area, and report back. Also, if you're using SF1, you should try Fubar512's shaders. He improved both the terrain and water shaders. And of course, re-enable the shader statements in the _data.ini.

You're probably the only one testing a 250m heightmap terrain in the SF1 engine. Hence why I guess there is not so much support. Stary discovered that such heightmaps work flawlessly in SF2, with some _data.ini value tweaks. Even 125m heightmaps can work but, according to Stary, only with smaller or stock-sized terrains, otherwise CTDs and visual anomalies like yours could appear. If such terrains don't work with the original values found in my package (except for the material/shader settings, which must be stock SF1), I guess chances are slim.

These are the only values worth checking, tweak them and see if anything improves:

[TerrainMesh]
TextureThreshold=0.80
LowDetailMeshThreshold=0.90
MedDetailMeshThreshold=0.80
RenderMeshVertexCount=4096
RenderMeshIndexCount=16384

[HeightField]
DetailScale=1.0
DetailFrequency=1.0

[HeightOffset]
MedDetailMesh=-15
LowDetailMesh=-25
WaterMesh=0.8

Have you also considered lowering or increasing the graphics options in the game's menu? This is the only other thing I could ever think of for this issue.

Edited by Menrva

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ok, I'll test that. It becomes interesting. You say Fubar has some new improved shaders uploaded ? Where are they ? Download section for SF1 ? Have you ever tested his shaders in SF1 ? Was there any visible improvement ? I will look for them and try them, now I have high hopes :)

As for terrains, I think I have madagascar which is made by you and four SF2 ported terrains, Iceland, Korea3, Desert Storm and Falkland_1983. In rest I have SF1 terrains, which I considered they worth downloading: Cuba, Desert Storm, Israel2, Kamchatka, Northcape, Baltic Sea, Persian Gulf and the stock ones: Vietnam, Germany, IsraelME, Desert.

I wanted the Iran-Iraq one, but it seems that is outdated, it doesn't work at all, I get CTD, so I abandone the idea with a heavy heart, I had great planes for a IRAN/IRAQ campaign.

You could help me explaining , please, what exactly do these parameters, so thisway I would know what I am doing when testing , and you know what they say: it's enough to understand the phenomena, to solve o problem.

What are these exactly doing:

MedDetailMesh=
LowDetailMesh=

Are they fixing the height of the tiles of low and medium details ?

How about these? What are they doing ? I know what a threshold means , but what is the meaning here ?

TextureThreshold=
LowDetailMeshThreshold=
MedDetailMeshThreshold=

 

 

UPDATE

 

These are the ones you were saying ?

WoE Shader Effects 1.0

They are dated July 22nd 2008

Edited by UllyB

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Yes, those are the shaders. As for the above statements, the hell I know what they exactly mean or how exactly they affect something. All I know is that they have to do with the level of detail of the terrain mesh. It's sort of self explanatory; distant areas are not full quality. Only when you approach them, the higher quality mesh is fully loaded.

But please, first try other terrain packages I have made. I need to know if you have the same issue on them too.

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ok, I'll try them. Thank you for your support.

EDIT

I put Fubar's water shaders into Falkland terrain , on which sea is a little static and the change was noticeable, the water is now somehow animated and it looks/acts different. Thanks again for the tip with the shaders. Nobody told me until now about them.

Edited by UllyB

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Sweden Baltic Rim terrain when i use WoI OperationKadesh Jul2010 installation.

SwedenWoIKadesh1.thumb.jpg.516136ef653d105d3562ad477948a20a.jpg

It shows no problems with water tiles. No squares or other anomalies.

 

Sweden Baltic Rim terrain with WoE patch 2008

img00027.thumb.jpg.15a237e1d10af472436f8b38ca79485f.jpg

 

Shows also no squares, but flickering in far distance. (the black dots in the right corner. Flickering is difficult to see on screenshot.)

Edited by Gepard

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Have you check ALL the sea textures, all the area ? First I was fooled , too that everything works, until I bumped into those areas. My estimation is that those "cracks" are on 20% of the sea textures, so keep in mind that 80% of them looks as they should and that map is BIG. If you look to one of the two pics I attached above, you will see that it looks exactly like YOUR pics here.Anyway, thanks for supporting this endeavour.

EDIT

I have an idea, I will ask some friends who also play this game to load the same settings, to see what they got. If they won't have my glitch , I will investigate further, meaning to reinstall the game and that map only, cause ALL other things I've already tried.

Edited by UllyB

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I abandoned the search for a solution. That's a shame, I really liked this map.

Edited by UllyB

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