Author Topic: New TE Bugs  (Read 14912 times)

Offline Easyscor

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Re: New TE Bugs
« Reply #60 on: October 13, 2009, 02:18:48 AM »
It turns out that, just like in the problem of building the terrain, once you provide a non corrupted cmpwater.bmp, you can export the water files again, until you build the terrain and corrupt the cmpwater.bmp file yet again.
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Offline Easyscor

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Re: New TE Bugs
« Reply #61 on: October 20, 2009, 10:04:50 AM »
Placing GMS for fields isn't guaranteed to land in the center of the cell.

The X,Z locations may not resolve to the center of the cell, especially if snap is enabled.
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Offline Easyscor

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Re: New TE Bugs
« Reply #62 on: October 20, 2009, 10:09:11 AM »
btw, I know, this makes no sense to me either, but after building a CBM, I no longer have the problem with the cmpwater.bmp file, at least on that particular terrain. That's the only thing different that I remember doing. I'd been working on a converted terrain and had been using my existing CBM.
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Offline Easyscor

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Re: New TE Bugs
« Reply #63 on: November 23, 2009, 12:28:24 AM »
My cmpwater.bmp problems are back.

Here's the latest find, water not at zero isn't being caught in this condition.






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Offline mrmidi

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Re: New TE Bugs
« Reply #64 on: November 23, 2009, 06:43:21 PM »
This is one problem I haven't experienced  in WinXP or Vista

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Offline BlauK

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Re: New TE Bugs
« Reply #65 on: November 26, 2009, 03:31:38 PM »
"Water not 0" can find thousands of problem places, but trying to set them to terrain alt 0 appears to do nothing. Move to next vertice? Set them one by one? It should set them all at once, shouldn't it?


Trying to change Ocean color does nothing (?). River color changes ok. (still searching the board about this issue, I thought I had it working at first :( )


(Win 7, 64 bit)
« Last Edit: November 26, 2009, 03:33:31 PM by BlauK »


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Offline mrmidi

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Re: New TE Bugs
« Reply #66 on: November 26, 2009, 04:49:28 PM »
Blauk here is the post I made in one of USrangers threads about the changing the ocean color.

"In settings -- terrain type settings...high light "deep ocean" click on the "Change selected color" button then change the color values R,G,B

also make sure you seleck "ok" and then "ok" again....also save your terrain after you make the change or it won't take.

Tried setting the deep ocean to all red and that works also the deep ocean will be red and the shallower water will have a red tint to it.

Might be useful for your "Hell Map" project.
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Offline USRanger

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Re: New TE Bugs
« Reply #67 on: November 26, 2009, 06:00:10 PM »
Midi's advice worked just fine. :aok
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Offline BlauK

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Re: New TE Bugs
« Reply #68 on: November 27, 2009, 12:53:47 AM »
cc thanks guys. I think I saw that thread too, and yes, it works :aok It is just funny that the similar button and control as for river color does nothing :)


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Offline Easyscor

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Re: New TE Bugs
« Reply #69 on: November 27, 2009, 05:06:34 PM »
"Water not 0" can find thousands of problem places, but trying to set them to terrain alt 0 appears to do nothing. Move to next vertice? Set them one by one? It should set them all at once, shouldn't it?
...

I depend heavily on Water Not Zero for finding/lowering all my water, then I enter zero in the set terrain alt box and apply it.
I have noticed that Water Not Zero finds around 6500 vertice at a time, and I may need to rinse and repeat several times to fix them all, well, nearly all as you can see from my post above. Perhaps that is what is happening to you, the 6500 limit.
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Offline BlauK

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Re: New TE Bugs
« Reply #70 on: November 28, 2009, 07:02:03 AM »
Cc Easy, maybe I just had tens of thousands vertices to correct and it just appeared like nothing got fixed after each "set to 0" click. Editing the elev file in photoshop was a faster way, but also more crude, losing more elevations.


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Offline Easyscor

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Re: New TE Bugs
« Reply #71 on: November 28, 2009, 09:23:51 AM »
That makes sense, when looking at all the water in your terrain. My rivers in Hungary have only around 5400 water vertices.
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Offline 68falcon

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Re: New TE Bugs
« Reply #72 on: November 28, 2009, 12:47:05 PM »
Cc Easy, maybe I just had tens of thousands vertices to correct and it just appeared like nothing got fixed after each "set to 0" click. Editing the elev file in photoshop was a faster way, but also more crude, losing more elevations.

How do you edit the elevation files in photoshop? The map I'm working on (Germany) has a lot of land that is low, very low and is being textured as water.
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Offline BlauK

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Re: New TE Bugs
« Reply #73 on: November 28, 2009, 01:59:45 PM »
The underwater textures, wntt1###.bpm, do not work in the ETO.
However, they do work if you use the PTO set names for the wntt files.

Thus at PTO wntt0001.bmp goes with ntt0001.bmp and at ETO wntt0001.bmp also goes with ntt1001.bmp



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Offline danny37

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Re: New TE Bugs
« Reply #74 on: December 01, 2009, 07:01:36 AM »
setting PT spawns  seem to be buged.if just one spawn is set,it shows on the map,when you build the terrain it still shows on the map,but when you select a pt from the hanger it gives you no direction to spawn,just hanger spawn.
if you set 2 spawns they both show on the map,when you build the terrain they both show on the map,but when you select a pt it only gives you a hanger spawn and 1 direction to spawn in the water :headscratch:,even though it shows 2 spawns on the map. :confused: