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PureBlue

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Everything posted by PureBlue

  1. It only launches when I fly right over it, below around 5000. Dunno why... About my earlier inquiry about the Search Radars not coming up on RWR. I had test it with the stock A-7E(74), the RWRMinFreq=2.0 of the aircraft was above the RadarSearchFreq=1.5 of the ship.. FYI..
  2. Actually, you just need to know one of the Access Code that came with the purchase. Go to the store and login, all your purchases are there with latest patches. https://store.thirdwire.com/mygames.php
  3. A flight from 4th TFS refueling over the gulf before a SEAD mission.
  4. Thanks for that link Crusader, very informative documentary.
  5. dswan, did you do an exclusive install, just for ODS?
  6. I've tested in Desert3 which shows has the same issues for me. Just copied over the following parts from Anatolia_DATA.ini and the problem was solved, now it's a matter of comparing and finding where the culprit really was. [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=32768 RenderMeshIndexCount=32768 SolidObjectVertexCount=32768 SolidObjectIndexCount=32768 AlphaObjectVertexCount=32768 AlphaObjectIndexCount=32768 [HeightField] DetailScale=20.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.0 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 // 11.07.2010 Pureblue, was commented out //disabling the shader enables proper lighing of the .tod generated buildings 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 [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx //try shader disabled // BUT without shader trees are sorted wrong way (the ones in background displays in front of the closer ones) DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=FALSE 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 //11.07.2010 pureblue was FALSE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA [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
  7. This problem also causes the coastal/sea tiles to act weird. Ships will display as if they were out of the water and things like that..
  8. Hats off to JSF Aggie, Eburger, Dave and the rest of the original ODS Team. Everyone must read the Credits section for this, legends of this community. Thank you all
  9. The culprit is in the terrain_data.ini. Same problem exists in some of the earlier released terrains. Could you attach your data.ini for quick comparison Sidd?
  10. Oh, actually I thought this technique worked with any terrain, I just say stock because they load quick. Well for all the countless hours of testing, if I go by this technique, the missing target area/objects issue occurred very seldom.
  11. The Bosphorus Bridge and Hagia Sofia. Both are converts from other peoples Google Sketchup projects and I never textured them. The bridge looks ok though. And you will find a few other untextured historical monuments around.. About the missing target, like I suggest in the README, because of the large number of terrain/ground objects, the game sometimes doesn't load everything. To overcome this, first I run a single mission in a stock terrain then quit this mission, and only AFTER THIS go on about playing Anatolia Missions. This somehow solves all the lockup/missing object/etc. problems for me. Hope that helps.
  12. Fixes many things Eric. AFAIK introduces no extra issues.
  13. Absolutely fantastic work Monty
  14. Nice work I had a few clones of these trying to get the search radars working. Testing shows that, no radar emissions register on my RWR until I get in range of the Tracking Radars. Will post if I come up with something.
  15. Correct, no campaigns have been released for it yet. I do have a few for different eras in my install, but none are in a releasable stage. Hopefully sometime this year I can get one out
  16. No problems with the sun in my Stock Desert either. BTW, scratch my earlier comments about airfield lights not working in IcelandNA. They do..
  17. Kodiak, see if Sysinternals process monitor might help.
  18. A gauge that shows my Vector Trust setting is most important so I'm also using a harrier pit.
  19. I don't think it's because of TK locking things up or intentionally crashing the terrain mods. it's a loose INI or LOD file somewhere that doesn't conform to the new variables/syntax in SF2NA. Like Ian's setup I have no problems running most those terrains. Yes occasionally I also get a crash but more than likely It's because of a mod or edit I just did.. I roll back and get a working install again.. EDIT: All merged, SF2NA. Between %80-100 all the groundobjects/terrain stuff is loaded IMHO, that's why with all the static Aegean ships and gazillion target areas, Anatolia takes about 40-60secs to get to %100 load.
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