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krfrge

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Everything posted by krfrge

  1. All, Real Life is stepping into high gear. Panipan Naval Station
  2. Kangaroo Cobra prowling around north of Lake Toba (way in the background)
  3. Stary, Three new islands. Ardasier Reef Mariveles Reef Erica Reef
  4. Couple of shots of Swallow Reef. Looking to the east Still work to do. Looking northeast
  5. Stary, Thanks for the guidance. Will get back onto this project. All sorry I was off the net for 5 days on personal business. Will be back at it shortly. Krfrge
  6. Wrench, Roger. Your CA Billboard signs are great. I really don't think it's the LOD. I tried an all black hm.bmp. Should I make a custom island_hm.bmp that is an outline of the island? Just a thought, what if I drop any reference to a xxxxx_hm.bmp in the data.INI?
  7. blaze95, There is nothing wrong with the LOD. I am using Wrench's CA signs. I eliminated the damage thru secondary chance lines thinking I wouldn't need them. [TargetType1352] Name=R_RSign FullName=R_R Sign ModelName=R_RSign.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= Below is the original. [TargetType1352] Name=R_RSign FullName=R_R Sign ModelName=R_RSign.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= <----Added in this line and those below DestroyedEffect=SmallFire DestroyedModel=crater.lod SecondaryEffect= SecondaryChance=0 I am thinking there is something with my TGA tile.
  8. Gents, Cleaned up the data.ini but, "NO JOY". Appreciate everyone's patience and assistance. Kindest regards - Krfrge
  9. blaze95, Here is what I was using. [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 AlphaObjectIndexCount=3072 [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=1.000000,1.000000,1.000000,1.0000000 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] EffectShaderName=terWaterEffect.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] 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=1.000000,1.000000,1.000000,1.0000000 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] 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=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
  10. blaze95, The signs were working good before the data.INI adjustment. Mind you the new data adjustment did the trick in lowering the ships into the water. I will move the sign around to see if that fixes the height issue. Maybe its quicksand at that location!!!! Appreciate everyone's assistance.
  11. blaze95, Roger that! more experimentation to follow. Krfrge
  12. yakarov79, Very nice. BTW, the door gunners on the HH-53 look great
  13. Wrench, I know there has to be a way. Some of the great ships here at CA have great looking hulls and I think it would be pretty good eye candy. I will keep tinkering with this until I come up with something. BTW, Lake Toba was looking good early this morning.
  14. The Warrior and blaze95, Gents - my signs are sinking on the islands. Any recommendations on adjustments to the data.INI? All - Below is Boustead Heavy Ironworks. Any ideas on how I can make a ship show it's exposed hull in the drydock area? I plan to build a wall around the area to simulate the drydock perimeter.
  15. Yakarov79, Very nice. Will make a great addition to the South China Sea project I am working on currently. Krfrge
  16. The Warrior and blaze95, Thanks for the assistance. That did the trick. Here are a few screenshots (Danang Harbor, Crow Reef Tgt Area, Wrench Island, etc.). Looks better. The ships have settled into the water. May have to make a minor adjustment as I have some signs on the islands "sinking". The anomaly of terrain "tear" near the coastal areas appears to be gone. I will fly Lake Toba and provide results. Crow Reed Target Area Danang Harbor Wrench Island ships Nameless Island
  17. blaze95, Can't remember who but someone recommended water mesh level to get my boats to "sink" into the water. All - Quick update. Got the bug today to dig into the navies around the area. Currently working Royal Malaysian Navy. Have sent a request to AleDucat to repurpose his ARA_Salta. Station Lima. (Swallow Reef early days) A quick fly by. Hey look there's an airstrip down there. Lining up.
  18. blaze95, Here is are my current settings: [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.5 WaterMesh=1.8 \\LowDetailMesh=-1.0 \\WaterMesh=0.8
  19. Wrench, My hm_bmps are black. HeightMapScale is set to 2.000000.
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