colmack Posted July 4, 2011 Posted July 4, 2011 I'm having a little issue on a few of the terrains the ships seem to hover over the water so far I'm seeing this in the Libya map and the DBS map any ideas? the stocks and Iceland seems to be fine. Quote
Wrench Posted July 4, 2011 Posted July 4, 2011 which versions of DBS and Libya? (they've gone through a couple of changes) Look in the terrain data inis, you should see this for ALL sea and sea/land transitions tiles: HeightMapScale=2.000000 both terrains should have full black painted _HM.bmps for the sea, sea/land transition tiles Quote
colmack Posted July 4, 2011 Author Posted July 4, 2011 Libya-ver375 and and i think its the latest DBS from SF2 download section It has the HeightMapScale=2.000000 fix I think. Quote
Fubar512 Posted July 4, 2011 Posted July 4, 2011 It's the water texture material entry in the terrainXXX_data.ini that's causing that. Make sure that it looks exactly like so: [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 Quote
colmack Posted July 4, 2011 Author Posted July 4, 2011 Thanks for the help!! that fixed it hee hee the only time i want to see the screws is when the ship(s) are turning turtle Quote
+Stary Posted July 4, 2011 Posted July 4, 2011 ALL older terrains (pre May11 I think) have to be adjusted this way from my observations Quote
Wrench Posted July 4, 2011 Posted July 4, 2011 looks like some data ini checking is ahead, and a post in the KB for a fix!! thanks guys! (gonna double check and make sure) Quote
+Stary Posted July 5, 2011 Posted July 5, 2011 had the same issue with my repaint of GermanyCE when using data from late 2009, so it's as Fubar pointed out, water section that needs update, these are the key entries: EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE Quote
Wrench Posted July 5, 2011 Posted July 5, 2011 looks like an update is in order; this is from the wate section in DBS: [WaterTextureMaterial] //UseEffectShader=TRUE //EffectShaderName=WaterEffect.fx EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE Note the 'FALSE" have to fix that Quote
Fubar512 Posted July 5, 2011 Posted July 5, 2011 The ships aren't floating above the water due to any changes made by Third Wire. The answer is, however, quite disturbing..... You see, it's the eels. They are converting all ships into hovercraft, for their own diabolical purposes Quote
+Stary Posted July 5, 2011 Posted July 5, 2011 (whispers in shock) they... are... back... (it's full Moon night... outside, in the distance one can hear wolfs howling. Fade to black. End titles) Quote
+Major Lee Posted August 30, 2011 Posted August 30, 2011 In an early version of DBS, I had made hm files with random bumps.. Ships rose and fell as if riding waves, and even the wake would vary with the ships movement... Don't know if "modern" SF will do that.. Quote
TheWarrior Posted July 18, 2013 Posted July 18, 2013 Hey guys. I just found this and tried redoing the above entries for the central Pacific terrain and I still get floating ships. Any one else have this issue with this terrain? Quote
TheWarrior Posted July 18, 2013 Posted July 18, 2013 Never mind. I figured it out. Some of the HeightMapScales were set at 25.000000. Change them to 2.000000 and all is good now. Quote
KJakker Posted July 18, 2013 Posted July 18, 2013 I just noticed the issue with Central Pacific today as well. The following entry's in the "CentralPacific_DATA" file appear to be the issue. [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=0.500000,0.500000,0.500000,1.000000 SpecularPower=5.000000 Reflectivity=1.00000 ZBufferOffset=4.000000 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 [Texture001] Filename=vietnamS1.TGA HasWater=2 HeightMap=vietnamS1_hm.BMP HeightMapScale=25.000000 Color=0.114571,0.204605,0.305404 SolidObjectTexture= AlphaObjectTexture= [Texture002] Filename=vietnamS2.TGA HasWater=2 HeightMap=vietnamS2_hm.BMP HeightMapScale=25.000000 Color=0.109990,0.196346,0.292984 SolidObjectTexture= AlphaObjectTexture= [Texture071] Filename=vietnamS-GJ.TGA HasWater=1 HeightMap=vietnamS-GJ_hm.BMP HeightMapScale=25.000000 Color=0.235268,0.319207,0.282990 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=jungle.tga Quote
Wrench Posted July 18, 2013 Posted July 18, 2013 simple text edit, find/ replace with... good catch!! Quote
TheWarrior Posted July 18, 2013 Posted July 18, 2013 I also made the same sort of correction for Morocco, Philippines1941 and Darwin. Quote
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