Peugeot205
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Posts posted by Peugeot205
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The solution is inside de Terrainname_data.ini
Change your lines by this ones:
[TerrainMesh]TextureThreshold=0.80LowDetailMeshThreshold=0.50MedDetailMeshThreshold=0.30TileToHeightGridRatio=4RenderMeshVertexCount=6144RenderMeshIndexCount=8192SolidObjectVertexCount=6144SolidObjectIndexCount=8192AlphaObjectVertexCount=6144AlphaObjectIndexCount=8192[HeightField]DetailScale=1.0DetailFrequency=1.0MaxHeight=1000MinHeight=0[HeightOffset]LowDetailMesh=-1.5WaterMesh=0.8[NormalTextureMaterial]EffectShaderName=terTerrainEffect.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[WaterTextureMaterial]EffectShaderName=terWaterEffect.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=TRUEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000SpecularColor=1.000000,1.000000,1.000000,1.000000SpecularPower=10.000000Reflectivity=0.00000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[backgroundMaterial]EffectShaderName=terFarTerrainEffect.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[solidObjectTextureMaterial]EffectShaderName=terSolidObject.fxDepthBufferCheck=TRUEDepthBufferWrite=TRUERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=CLOCKWISELightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000BlendOp=ONENumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=NO_OP[AlphaObjectTextureMaterial]EffectShaderName=terAlphaObject.fxDepthBufferCheck=TRUEDepthBufferWrite=FALSERenderedInOrder=TRUEAlphaTestEnabled=TRUECullMode=NO_CULLLightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=2.000000BlendOp=BLEND_SRC_ALPHANumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=TRUETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=TEXTURE -
You are missing a pilot , the pilot "used" in the fake-pilot method , check at the pilots folder what Dennis has said.
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I'm here to tell you that................attacking Paris is a really bad idea.
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Perfect, but , it is easier to start a model from scratch.
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A few years ago, pureblue added an interesting solution to the "game freezing issue" due to HD terrains, like Anatolia, Rends Germany , or my future Europe total war terrain.
The solution is very simple, you just have to start a flight from a stock terrain, and once you appear flying or in the runway , just after the game loads, you skip de flight and then you are free to go with any kind of terrain you have.
In the past I had some issues of "game freezing" with Rends Germany, Anatolia or even my Europe terrain , that were solved applying this trick.
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Gulfwarfighter , you are losing time trying to implement Multiplayer at SF2. As simple as that. SF2 it is as it is.
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More Vietnam action
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A huge update of the original SF2 Vietnam expantion pack is underway......
More and more will come soon
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If it is not avaible at combatace , it is not avaible anywhere, as simply as that.
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VietnamSEA , Green Hell 3.5 by Stary.
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Who made the original 3d model of this aircraft?
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1. The terrains need to have the "NavalMap=TRUE" line set in the .ini
But, if you have that statement as "true" , and you don't have SF2NA installed, the map will only work at campaign mode.
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while I'm working on a completely new one (correct altitudes, Caspian Sea coast manually tiled according to satellite images and so on)
Good, I did not know that, I think everybody should use your HFD as reference.
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Guys I'm going to suggest something. As the terrain HFD is the same for all the WIP , my suggestion is to create a common tileset for this terrain, and then ,make specific targets.ini and small modifications for each different era or conflict.
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Super! Many thanks to this Dream F1 Team!!!
Sorry, I couldn't resist
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How to delete buildings on runways ?
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
You have to change the x ,y coordinates of the airfield. Yor airfield coordinate's are placed in a City composed of .tod buildings. Other solution is to change the tile at that coordinates.