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#2951840 - 02/03/10 12:40 AM Graphical problems with FLIR on MFDs and trees  
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GlynD Offline
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Hi there all...

Just wondering if anyone has experienced the same as I, with the new version and any suggestions please?

I like to fly the Apache in "glass cockpit mode" and when I switch either of the MFDs to the FLIR all I get is a green screen. However if I use the F3 key to switch to the left MFD cockpit view, for instance, and the FLIR is set for that screen, it is visible!

I have tried editing various things in the INI with no luck. In the previous version installed (1.9) there were no problems...

(I.e. setting nrt=0 results in no MFD viewable in the cockpit view either.)

Also, is there any way to stop trees in the far distance "popping in" as you fly towards them? I have turned off the tree shadows in the INI file and increased the "cbar" distance

I am running Vista Home Basic version SP2 with a ATI X1650 256MB PCIE graphics card

Many thanks

Last edited by GlynD; 02/03/10 01:37 AM.
#2953174 - 02/05/10 12:07 PM Re: Graphical problems with FLIR on MFDs and trees [Re: GlynD]  
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GlynD Offline
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GlynD  Offline
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OK I've sorted out the MFD problem by using the MFD Export function to display them on a separate screen, so not to worry with that one...

Just has anyone any suggestions about the trees "popping in" please?

Cheers


#3007110 - 05/06/10 12:31 AM Re: Graphical problems with FLIR on MFDs and trees [Re: GlynD]  
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HerrKaputt Offline
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I also have this problem (the FLIR in the Apache that is). What exactly is the MFD Export function?

Also, when I fly the Comanche or Alligator with glass cockpit, the MFDs have a small size and high resolution. On the Apache on the other hand, the MFDs under the glass cockpit are quite big and low-res. Any idea why?

#3027382 - 06/08/10 04:02 PM Re: Graphical problems with FLIR on MFDs and trees [Re: HerrKaputt]  
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Craigmire Offline
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Quote:
Also, is there any way to stop trees in the far distance "popping in" as you fly towards them? I have turned off the tree shadows in the INI file and increased the "cbar" distance


I found a way to make the trees slowly come into view instead of "popping from nowhere." They look like they gradually appear through the haze. It's a huge improvement in my opinion.

I can't believe it was already written into the code but commented for some reason. All that needs to be done is change this line in terrgeom.c:

sorting_slot->terrain_tree.dissolve = 255.0; //255.0 - ( ( sq_range / ( 4000.0 * 4000.0 ) ) * 255.0 );

To this:

sorting_slot->terrain_tree.dissolve = 255.0 - ( ( sq_range / ( 4000.0 * 4000.0 ) ) * 255.0 ); // Craig

Maybe one of the developers will try it out and make the change for test release.


"There is nothing wrong with laziness. The old saying 'The early bird gets the worm', just goes to show you the worm should have stayed in bed. So, when I volunteered for WW II, I signed up to be a fighter pilot because it was a sittin' down job." -- Robert Heinlein
#3027552 - 06/08/10 08:13 PM Re: Graphical problems with FLIR on MFDs and trees [Re: Craigmire]  
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Colonel_Kurtz Offline
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Nice find Craigmire. Is this a line that is accessable ?

#3027574 - 06/08/10 08:39 PM Re: Graphical problems with FLIR on MFDs and trees [Re: Craigmire]  
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arneh Offline
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Originally Posted By: Craigmire
I can't believe it was already written into the code but commented for some reason. All that needs to be done is change this line in terrgeom.c:

sorting_slot->terrain_tree.dissolve = 255.0; //255.0 - ( ( sq_range / ( 4000.0 * 4000.0 ) ) * 255.0 );

To this:

sorting_slot->terrain_tree.dissolve = 255.0 - ( ( sq_range / ( 4000.0 * 4000.0 ) ) * 255.0 ); // Craig

Maybe one of the developers will try it out and make the change for test release.



Good find! At appears it has been that way since the original Razorworks source. Maybe it caused some graphical problems? Or just impacted framerate too much? Could you report if you find any problems with using that (I'll try it some myself too)?

If there are no problems then I might as well enable it for regular releases.

#3028017 - 06/09/10 03:19 PM Re: Graphical problems with FLIR on MFDs and trees [Re: arneh]  
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Craigmire Offline
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Craigmire  Offline
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Quote:
Is this a line that is accessable ?

Yes. Download the source code. Make the change with Notepad. Compile the source code with the free Watcom compiler. And Presto! Check the development changes sticky. There's a few hoops to jump explained at eechcentral.

Quote:
Maybe it caused some graphical problems? Or just impacted framerate too much? Could you report if you find any problems with using that

I was wondering the same thing. I flew around the Grand Canyon for about ten minutes and I couldn't believe my eyes. It was perfect with the distance and everything. No framerate problem on my old clunker computer. I'm working with source code version 1.11.1. If anyone wants that I can post it.

I'm wondering about the new conversion to a Visual C compile. If that can be optimized for a Pentium 4 processor ( P7 architecture ) so that EECH requires a Pentium 4 or higher ( like all other games produced since 2000 ) might that help the framerate with high cbar values?


"There is nothing wrong with laziness. The old saying 'The early bird gets the worm', just goes to show you the worm should have stayed in bed. So, when I volunteered for WW II, I signed up to be a fighter pilot because it was a sittin' down job." -- Robert Heinlein
#3028106 - 06/09/10 06:00 PM Re: Graphical problems with FLIR on MFDs and trees [Re: Craigmire]  

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ok -I ask here whether there is any user Friendly GUI tool for unpacking and uploading image files, which automatically converts to who uses the game? Is the only way to extract, convert, change, again, convert, and upload to tekstures.bin? Is very time consuming using lwo2eeo, ee_xp: (
Or some way the shortest / easiest / automatic way to change the texture from a file textures.bin? I could change the following for a better texture most vehicles, but would take a manual convert eternity.

#3028118 - 06/09/10 06:21 PM Re: Graphical problems with FLIR on MFDs and trees [Re: ]  
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arneh Offline
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arneh  Offline
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Originally Posted By: BANITA
ok -I ask here whether there is any user Friendly GUI tool for unpacking and uploading image files, which automatically converts to who uses the game? Is the only way to extract, convert, change, again, convert, and upload to tekstures.bin?


You don't need to put the file in textures.bin. Just put a .bmp or .dds file with correct name somewhere in cohokum\graphics\textures.

#3028120 - 06/09/10 06:28 PM Re: Graphical problems with FLIR on MFDs and trees [Re: arneh]  

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Good news! thanks smile I tried this method, and probably does not work, I do not know why, now I have confirmation that this is a good way.

#3028178 - 06/09/10 08:06 PM Re: Graphical problems with FLIR on MFDs and trees [Re: ]  

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up- cant find any working viewer/browser .LWs
3d photobrowser not working
TNG viever not working, any idea?

Last edited by BANITA; 06/09/10 08:07 PM.
#3028231 - 06/09/10 09:36 PM Re: Graphical problems with FLIR on MFDs and trees [Re: ]  
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arneh Offline
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arneh  Offline
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If you've converted to LWS/LWO files then those are Lightwave 3d objects, so you need Lightwave to view/edit them.

#3028279 - 06/09/10 11:19 PM Re: Graphical problems with FLIR on MFDs and trees [Re: arneh]  

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Thank you, now I understand everything.thought with just a simple substitution bmp, however, is not so simple, and must to learn a professional program from scratch: (

#3028346 - 06/10/10 03:47 AM Re: Graphical problems with FLIR on MFDs and trees [Re: ]  
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Colonel_Kurtz Offline
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Originally Posted By: BANITA
Good news! thanks smile I tried this method, and probably does not work, I do not know why, now I have confirmation that this is a good way.


May sure you dont leave backup folders of old textures in the texture folder or it will use old textures. I had this problem trying to install the Cockpits.nl hi res pit. The old textures kept showing up until I moved my backup folder.

#3028371 - 06/10/10 07:24 AM Re: Graphical problems with FLIR on MFDs and trees [Re: ]  
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arneh Offline
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Originally Posted By: BANITA
Thank you, now I understand everything.thought with just a simple substitution bmp, however, is not so simple, and must to learn a professional program from scratch: (


You don't need Lightwave to change the texture files, just to edit the 3D models.

#3028777 - 06/10/10 08:40 PM Re: Graphical problems with FLIR on MFDs and trees [Re: arneh]  

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Arneh-if it is not secret, what do you use?i downloaded three other programs and nothing works as it should.

Colonel_Kurtz->unless this was the problem;)

Last edited by BANITA; 06/10/10 08:42 PM.
#3028815 - 06/10/10 09:55 PM Re: Graphical problems with FLIR on MFDs and trees [Re: ]  
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arneh Offline
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Originally Posted By: BANITA
Arneh-if it is not secret, what do you use?i downloaded three other programs and nothing works as it should.



To edit the bmp-files you can use any image editing program.

I used Lightwave when I created the 3D cockpits, but that's only needed for the 3D models, not the textures. I'm not sure what you're trying to do, but I thought it was just texture editing? If so then you don't need Lightwave.

#3028842 - 06/10/10 10:34 PM Re: Graphical problems with FLIR on MFDs and trees [Re: arneh]  

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I do not know whether it makes sense wasting your time, because my English is bad.
Ill try. Just in catalogs general and cammo does not have all the extracted texture, and probably (?) many missing, and unless they are already missing only packaged in a LWO LWS, and can not be anything to replace them.
Thanks for your help, I'll still have fun in these bitmaps,dont waste your time smile

Last edited by BANITA; 06/10/10 10:42 PM.
#3028846 - 06/10/10 10:49 PM Re: Graphical problems with FLIR on MFDs and trees [Re: ]  
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arneh Offline
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There are no textures in the LWO and LWS files, so if any textures are missing they are not in those files.

#3028860 - 06/10/10 11:06 PM Re: Graphical problems with FLIR on MFDs and trees [Re: arneh]  

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Thanks:) This tells me almost everything.
Were just two options-either some of the textures are so small that it is difficult (except the name) to recognize, or are in another place yet.
I will seek:)


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