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Blue and green colours in 'low res' terrain texture

Posted: Wed May 17, 2017 11:18 am
by giftheck
I'm getting an issue where I have blue-green colours in my lowres terrain texture, and it's causing the terrain to take on that same hue in-game.

Here's the terrain texture in question:
Hidden/Spoiler:
Image
I thought it was because I changed the colour of my terrain (to a darker grey) but even removing the colour does not solve the issue. Removing the texture entirely doesn't solve it either as zeroeditor generates a duplicate of this when I save.

Re: Blue and green colours in 'low res' terrain texture

Posted: Wed May 17, 2017 6:19 pm
by Marth8880
a) What program did you use to export the TGA file?
b) What are the contents of the TGA's OPTION file?
c) What are the contents of the SKY file?
d) What are the contents of the TER's OPTION file if one exists?

Re: Blue and green colours in 'low res' terrain texture

Posted: Thu May 18, 2017 6:18 pm
by giftheck
1) The TGA there is created by ZeroEdit, I've not touched it. However, fiddling about with the colour settings in ZeroEditor appears to have fixed that texture but I'm still getting the issue ingame.

2) I did not have one before, but I do now.

3) Here's my sky file:
Hidden/Spoiler:
SkyInfo()
{
ObjectVisibility(250.000000, 500.000000, 750.000000);
FogColor(128, 128, 128);
FogRange(0.000000, 3000.000000);
NearSceneRange(60.0, 150.0, 75.0, 200.0);
FarSceneRange(1000.000000, 1000.0);
AmbientColor(78, 87, 91);
TopDirectionalAmbientColor(120, 101, 76);
BottomDirectionalAmbientColor(126, 70, 35);
CharacterAmbientColor(209,156,73);
VehicleAmbientColor(189, 136, 53);
Enable(1559);
FogRamp(3);
}

SunInfo()
{
Angle(145.000005, 150.000000);
Color(210, 200, 190);
Texture("");
Degree(90.000011);
BackAngle(180.000022, 0.000000);
BackColor(128, 128, 128);
BackDegree(0.000000);
}


DomeInfo()
{
Texture("sky_scarif_1.tga");
Angle(190.000005);
Ambient(256.000038, 256.000038, 256.000038);
Filter(1);
Threshold(50);
Intensity(50);
Softness(1);
SoftnessParam(60);

DomeModel()
{
Geometry("sky_scarif_1");
Reflect();
}

LowResTerrain()
{
Texture("scarif1");
PatchResolution(7);
FogNear(300.0);
FogFar(700.0);
FogColor(142,82,38, 128);
DetailTexture("kas2_far_detail");
DetailTextureScale(0.25);
}
}


//Big rep flyer
SkyObject()
{
Geometry("imp_fly_destroyer_DOME");
NumObjects(2);
Height(500, 600);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}

//IMP fighters
SkyObject()
{
Geometry("emp_fly_reaper_dome_1");
NumObjects(10);
Height(480, 540);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

SkyObject()
{
Geometry("emp_fly_reaper_dome_2");
NumObjects(5);
Height(480, 540);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

SkyObject()
{
Geometry("emp_fly_striker_dome_1");
NumObjects(10);
Height(480, 540);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

SkyObject()
{
Geometry("emp_fly_striker_dome_2");
NumObjects(5);
Height(480, 540);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

//ALL fighters
SkyObject()
{
Geometry("reb_fly_uwing_dome_1");
NumObjects(2);
Height(480, 540);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

SkyObject()
{
Geometry("reb_fly_uwing_dome_2");
NumObjects(2);
Height(480, 540);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

SkyObject()
{
Geometry("reb_fly_xwing_dome_1");
NumObjects(10);
Height(480, 540);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

SkyObject()
{
Geometry("reb_fly_xwing_dome_2");
NumObjects(3);
Height(480, 540);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}
4) Here's the contents of the .TER.option file:

Code: Select all

-lowres_numpatches 8 -lowres_patchsize 6 -maxlayers 3