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Posted

This may have been an old topic discussed over the time. However I couldn't find anything in the knowledge base. So I have to humbly ask.

I noticed the Angola/South Africa map available in the download section. When playing the red side, will start me in several airfields in the water. I think this may have to do with the default height of the sea. But I couldn't figure out the correct settings in the terrain's data ini.

Anyone please help? Attached is the stock settings of the Angola_data.ini

 

[TerrainMesh]
TextureThreshold=0.80
LowDetailMeshThreshold=0.50
MedDetailMeshThreshold=0.30
TileToHeightGridRatio=4
RenderMeshVertexCount=4096
RenderMeshIndexCount=16384
SolidObjectVertexCount=12288
SolidObjectIndexCount=18432
AlphaObjectVertexCount=8192
AlphaObjectIndexCount=12288

[HeightField]
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
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=xxterAlphaObject.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
 

Posted

The height of a terrain has nothing to do with the _data.ini of the terrain. The height is defined by the hfd file of the terrain.

Make a screenshot and post it here. Perhaps we find a solution of your problem.

 

Posted

I rather believe that some airfields are not leveled or flatend, so that they are under the heightfield of the terrain. If this happen it looks like the plane stands on water.

Posted

yes, pleas post some screenshots of the affected airfields!! and, their locations (x/y coordinates) and names. Otherwise, the builder won't know where to look

Posted

Alright, See attached screens.

The airfield clearly is pretty deep inland but as you can see, soak up in the water along with other objects, which are all going to be destroyed in no time.

 

img00005.thumb.JPG.362c8d476f47d894dc8df238bde7cdd3.JPGimg00004.thumb.JPG.3e524430fb4d67b5defbd6bcfbc3b9ff.JPGimg00003.thumb.JPG.0ff625dafc31f8e467e538852e083592.JPGimg00002.thumb.JPG.3a93e2763efa4f480eb0ee555da1b1ae.JPGimg00001.thumb.JPG.eab6c897ef2d48e54c146e381abeff30.JPG

Posted

ok, then, now that we have pictures, how about their locations (x/y coordinates) and names. You can get that with the HUDData turned on, the mission briefing, the map, and the targets ini.

Also, have you tried contacting the builders via PM???

Posted

I have downloaded the last version of Angola terrain and tried it out. I was unable to dublicate the airfield in water problem.

So Melanje Airbase looks in my installation:

img00514.thumb.JPG.4c41e74be5ed286a9ab5fe38f8e76d75.JPG

img00515.thumb.JPG.6e51f6eccc4a979f226d3e7c9c290fe2.JPG

img00516.thumb.JPG.e301707531c9a5cf317360c4bab615a0.JPG

 

My guess to solve the problem is to reinstall the terrain with the newest version.

 

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