[Map] vkg_Crete UPDATE v1.3
#46

viking4570 Wrote:Gilb - great screenies - although you've aroused my curiosity - What settings do you use? The river next to Maleme does not look like that on my rig, in fact it barely registers at all. -viking

Viking,
I get the same look on my rig. I'm using an ATI 4870. If it's any help here is my OpenGL Render section of the conf.ini:

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


I'm getting 50-70 FPS everywhere except right over Irakilo city center where the FR drops to around 22 FPS.

:!: Confusedhock: :!: I'm STILL picking my jaw up from the floor. The more I explore, the more amazed I am. 8) 8) 8)
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#47

Hi Viking !

My settings : (NvIDIA 8800GT)
BumpH files not used.

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=2
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Effects=1

.....but I have problems to see ground objects (not only on this map :wink: ). If someone have an idea I would be grateful Big Grin
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#48

Which VideoSetupId value is for Nvidia cards and which for ATI?

And which are correct settins for graphic card in order to have landscape in perfect mode
without loss of performance?

Thanks!
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#49

Hi guys - I use an 8800GTS 640mg. Differences between my conf and yours - my settings in {}

GilB57 Wrote:Hi Viking !

My settings : (NvIDIA 8800GT)
BumpH files not used.

[Render_OpenGL]
TexQual=3
TexMipFilter=2 {TexMipFilter=3}
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1 {TexFlags.TexCompressARBExt=0}

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2 {LandGeom=3}
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3 {VideoSetupId=17}
Water=2 {Water=4}
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Effects=1

.....but I have problems to see ground objects (not only on this map :wink: ). If someone have an idea I would be grateful Big Grin

So I suspect it has something to do with your water at 2 and mine at 4? Also - if I am using an nvidia card should my setup ID be 3? -viking
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#50

viking4570 Wrote:So I suspect it has something to do with your water at 2 and mine at 4? Also - if I am using an nvidia card should my setup ID be 3? -viking
As soon as you deviate from the usual "default" C1:Maddox recommended settings, your setup ID will be 17. Setup ID 17 is the "Custom" one.
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#51

viking4570 Wrote:
doctor Wrote:I have problem - could not save missions I made in FMB. Can somebody give me advice.I made manual install as allways and this is one of the rare maps where I failed. Few days ago I installed Dakar map in same way and it works !

Thanks in advance - Doctor

If you can load a map, but not save missions on it, it is because the map is using an object you do not have installed. This map needs the UI 1.1.1 patch to work properly. It uses LAL Rone objects and Canon's blank field plates. I tested this to load and save on a vanilla UI 1.1.1 installation and that is what I used to prepare the QMB+ missions. I hope this helps you isolate your problem. By all means let me know if you need more help. -viking

Same problem for me. I can not save any mission in FMB. It is the first time it happens, I've downloaded many things like cockpit repaints, effects and maps and read about "not being able to save in FMB" in other threads but now it happens to me. I always install manually and always get things to work untill today.
So after reading your reply I downloaded the 1.1.1. patch but what do I need from which folder and where to put?
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#52

Hello, I have the same problem that Lejo, Some solution..?
Thanks and greetings Big Grin
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#53

Doctor, Julian, Lejo -

The UI 1.1.1 patch contains many of LAL Rone's objects that happen to be included on my map. You do not need the UI to install the objects that are in the patch. Just download the patch and extract to a folder. You'll see the mod folder paths and you can copy the relevant files to your setup, if your not using the UI. It does include a static.ini that is based on a set of objects included in in the UI. Perhaps you can also look at this thread, it may be helpful to you, and has much more relevant info than I can provide.

(The link is inoperative)

Also note that this map uses 4.09 objects so if you are only patched to 4.08 you will have problems.

and thank you porco rosso! - this is a great benefit to the community.

No one is having trouble saving missions with the UI 1.1.1 installed, are they? It is what I used to build and save the QMB missions, even though I do not use it normally myself. - I did this for maximum compatibility. :roll:

-viking
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#54

It looks awesome. Been waiting this map for a long time!
Kapteeni
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#55

I have the 1.1.1 patched update version of the game and have had no issues with making/saving/playing missions on this awesome map.

And yes, my jaw still scrapes along the ground. One thing I've noticed is that there are very few objects/houses etc. that stray onto roads or other places they "shouldn't be". As I understand the Autopop this can happen quite a bit. Many maps, (even Oleg's) have this "feature". So either you spent a lot of time removing/replacing objects or have a better way of 'Aoutopopping' because there is very little to find "wrong" with this map.

Truly outstanding work!
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#56

Still no succes in getting things to save in FMB unfortunately. Sad
This is what I did:
Downloaded the UI 1.1.1. patch and put the vkg_Crete folder in: MODS/MAPMODS/MAPS.
Then I pasted the ObjectsMap folder in MODS folder.
But what to do with the STD folder with the static.ini? I already have a STD folder in MODS so do I have to replace, rename, add, change, edit something of the existing STD or the new one?

By the way I have V4.09bM.
I looked at the link with Porco Rosso's object installer but that makes it even more complicated and fly_zo doesn't recommend it anyway.

Maybe somebody can help me out?
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#57

You need the static.ini that came with the patch also. BACK UP YOUR OLD ONE! and replace it with the one that came wiith the patch - then see if it works. BTW, you should be able to see all those new object listed in the FMB. -viking
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#58

Thanks for your quick reply viking4570!
I do see the new objects like hangars on your map when I zoom in and have them as new objects in FMB/Objectlist but still can't save any mission. Just don't know what you mean with replacing the static.ini. I have the one which came with the 1.1.1. patch but don't see any other static.ini, I have a file called technics which looks similar and fiddled around a bit with both but the problem stays.
I really don't know anymore what it can be so I think I won't be able to use your map or any other with new objects. Sad

EDIT: I did everything you said and actually it should be a piece of cake but still no result at all. It must have something to do with the new objects. I copied the ObjectMap folder(with Airfields and Buildings) in MODS folder and have the STD\....\static.ini as you mentioned. But on page 2 you said something about Canon's blank field plates. Never heard of them before and not included in the 1.1.1. patch (or maybe I'm blind). Quite frustrating but noticed also when people have problems with saving in FMB in any other map it always has to do with new objects.I think.

It works in QMB+ so I can play your missions now. Don't ask me why QMB+ is possible but not FMB. At least it gives me the opportunity to enjoy your map. Big Grin [/i]
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#59

Lejo,

In AAA file structure - the static.ini is here:

\IL-2 Sturmovik 1946\MODS\STD\com\maddox\il2\objects\static.ini

Compare the one you have with the one that came with the 1.1.1 patch. You should see differences that relate to the the new objects. BACK UP your old one - don't muck about in it - and replace it with the one that came with the 1.1.1 patch.

And did you copy the ObjectsMap folder that came with the 1.1.1 patch into your mods folder?
-viking
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#60

In the next week or so I will issue an update for vkg_Crete which will include:

1) a new static.ini which will a) eliminate the buildings in the water. So far as I can tell this is isolated to only the two areas already mentioned in the thread. Thank you Lejo. and b) add a few more object details elsewhere. Nothing that will affect any missions, but I couldn't help myself.

2) issue a BumpH file with reduced contrast for a coast texture, and perhaps a few others. Use of the BumpH files is a matter of taste in any case, and I'm not sure how they affect frame rates. On balance I like them - although for instance personally I don't like the effect of the Maleme airfield bump. I tried editing it all sorts of ways, but decided I like it better without any bump. Once you've activated the lot by changing the extension as described in the initial post you can eneable/disable any of these by putting a "-" at the beginning of the file name.

3) Issue reworked tree files for some textures. Some of the current ones aren't really behaving the way I envisioned. Any tips on these are most welcome.

Cheers -viking
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