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[Help!] transparent terrain squares ingame testing

Posted: 2012-04-18 19:18
by Bluto Blutarsky
Hi guys,
i look for someone with my problem around inet and here but i can't find nothing
about till now so i hope this is not a repost =)

So, i was testing my brand new 4x4 map after editing the init and others con files
and packing all by Rhino 7zip script, map loading fine but i got this issue.

Image

Those transparent squares follow the player visual, they are not fixed.
I got this problem only on this map, i recreate the map 10 times importing only
the heightmaps from the old version, few times trying also with new ones, try many textures for color, detail and lowdet.
I try on 4 different PC, same result, so at least i suppose that's not a problem
related at mine.
I try defaul textures and custom maded.
Never happended before on smaller maps.

I fuse my brain on many tutorials and forums but i'm stucked here.

The only thing i'm quite sure is that the missing squares are areas where the
texture switch to a lower res, or something similar, also cause they are dinamic
with the player position\view

For sure i forgot a crucial step, but i can't understand where =P


I hope someone can help me =)


Blu

Re: [Help!] transparent terrain squares ingame testing

Posted: 2012-04-18 20:51
by Amok@ndy

Re: [Help!] transparent terrain squares ingame testing

Posted: 2012-04-18 23:46
by Bluto Blutarsky
Tnx for the help Amok but it didn't work...

Anyway it shouldn't be a clipping problem, i think it miss, or won't display, a sector where the texture is switching to a lower res, if the sector must show only a resolution it work properly. (my ultranoob opinion of course)

If i zoom with a binocular to a transparent sector it appear and i see it perfectly

I forgot also to say that the windowed or the bf2_r.exe way didn't retrive any error about this issue ... =(

By that way i reistalled ALL about PR and editing stuff, also on another 2 PC, same result.
All my 4 PCs have got the quite same Intel\nvidia-gpu\win7x64 architecture (PR perfectly working on all) so i ask help to clan mates with AMD,ATI-gpu or winXP to try it but it's same story.

I create a very basic new level, edited the terrain a little bit, save, create 3 texture layer, save, quick painted with bf2_tpaint (also try to painted all by hand only), check it by the editor and was fine, edited init.con and a gameplay layer with only a heli and a jeep, zipped, joined, loaded fine but the problem appear just after this few steps

I don't remember issues like this till i stop mapping for a while few months ago...

I'm sure that the problem it's me, i make a mistake somewhere

Maybe a gameplay video of the problem can be helpfully?

Re: [Help!] transparent terrain squares ingame testing

Posted: 2012-04-19 00:02
by Rudd
Remember 4k maps are not in BF2 as standard, Andy is correct in his diagnosis

You need THIS
terrainCuller.setUseStitchedLods 0
if v_arg1 == BF2Editor

terrain.create TerrainEditable

terrain.patchSize 128

terrain.subdividePatches 1

terrain.primaryWorldScale 4/0.0025/4

terrain.secondaryWorldScale 16/0.64/16

terrain.patchColormapSize 512

terrain.lowDetailmapSize 512

terrain.detailmapBaseName "Levels/YourMap/Detailmaps/tx"

terrain.lowDetailmapBaseName "Levels/YourMap/LowDetailmaps/tx"

terrain.colormapBaseName "Levels/YourMap/Colormaps/tx"

terrain.lightmapBaseName "Levels/YourMap/Lightmaps/tx"

terrain.farSideTiling 2/2

terrain.farTopTilingHi 16

terrain.farTopTilingLow 32

terrain.farYOffset 0

terrain.terrainWaterColor 0/0/0

terrain.init



else

terrain.create Terrain

terrain.load Levels/YourMap/terraindata.raw

terrainCuller.setUseStitchedLods 0

endIf

Re: [Help!] transparent terrain squares ingame testing

Posted: 2012-04-19 00:26
by Bluto Blutarsky
Really my bad, i forgot to make terrain.con readonly after the edit cuz the editor rewrite it...
seems work good now

le me noob... ^^

tnx for the help

really appreciated

Re: [Help!] transparent terrain squares ingame testing

Posted: 2012-04-19 17:43
by Amok@ndy
create a tmp.con in your mapfolder and put those lines into it

it will be automatically loaded and you can have your terrain.con Read/Write if you have it Read-Only you cant make changes to your terrain in the editor