UncleTgt
SOH-CM-2025
Do you have the vtp1fix programme that Rhumba developed back in 2007?
There's a problem with the vtp1 assembly source. The VTPPointXYUV can never be "0". Dick created a net2.0 exe to alter any "0" found in the asm file to "1". In case you don't have it, I've attached it.
That said, I don't see many artifacts with the coastlines. What I do see is some bleed through effects at the edges of the landmass, as you've tried to overlay each _3 landmass with a _7 vtp1 poly.
In general:
I would place all these in a single "scenery" folder.
I would make the _3 watermask polys much larger around each island. This should help with covering any bleed through from the standard terrain underneath.
There's also a small island that doesn't have any _3 watermask poly at all.
I wouldn't use a vtp1 poly if you want to use standard textures - it's easier to get EZ landclass2 by Russell Dirk & create a partial landclass (or waterclass) to cover the area.
If you want a particular look, then use vtp polys by all means, but at least rename the texture you're using
There's a problem with the vtp1 assembly source. The VTPPointXYUV can never be "0". Dick created a net2.0 exe to alter any "0" found in the asm file to "1". In case you don't have it, I've attached it.
That said, I don't see many artifacts with the coastlines. What I do see is some bleed through effects at the edges of the landmass, as you've tried to overlay each _3 landmass with a _7 vtp1 poly.
In general:
I would place all these in a single "scenery" folder.
I would make the _3 watermask polys much larger around each island. This should help with covering any bleed through from the standard terrain underneath.
There's also a small island that doesn't have any _3 watermask poly at all.
I wouldn't use a vtp1 poly if you want to use standard textures - it's easier to get EZ landclass2 by Russell Dirk & create a partial landclass (or waterclass) to cover the area.
If you want a particular look, then use vtp polys by all means, but at least rename the texture you're using