Рабочий graphics.cfg   
start_position = {-61, 1.2, -70}; 
start_position = {-180, 10.2, 630}; 
start_position = {-153.5, 0.1, 438}; 
start_position = {-60, 0.2, -60}; 
start_position = {0, 0.2, 0}; 
PlugIns 
{ 
    Renderer = "DXRenderer.dll"; 
    Plugin1 = "MitkaGraphics.dll"; 
    Plugin2 = "ZweiBlau.dll"; 
    Plugin3 = "AVIMaker.dll"; 
    Plugin4 = "Weather.dll"; 
    GrEffects = "Effects.dll"; 
    Plugin5 = "RenderEffects.dll"; 
} 
DisplayMode 
{ 
    resolution = {1280, 768}; 
    bpp = 32; 
    fullscreen = 1; 
    aspect = 1.333333373; 
    Interface 
    { 
        resolution = {1280, 768}; 
        bpp = 32; 
        fullscreen = 1; 
        aspect = 1.333333373; 
    } 
    Simulation 
    { 
        resolution = {1280, 768}; 
        bpp = 32; 
        fullscreen = 1; 
        aspect = 1.333333373; 
    } 
    AVI 
    { 
        resolution = {640, 480}; 
        fullscreen = 0; 
        aspect = 1.3333; 
    } 
} 
SurfaceMaterials 
{ 
    file = ".\\Bazar\\Graphics\\Materials\\mfd.lma"; 
    file = ".\\Bazar\\Graphics\\Materials\\map.lma"; 
    file = ".\\Bazar\\Graphics\\Materials\\infrared.lma"; 
    FixedPipeline 
    { 
        file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma"; 
        file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; 
    } 
    SWPipelineNoFog 
    { 
        file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma"; 
        file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; 
    } 
    SWPipeline 
    { 
        file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma"; 
        file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma"; 
    } 
    SWPipeline 
    { 
        file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma"; 
        file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; 
    } 
} 
Precaching 
{ 
    around_camera = 100000; 
    around_objects = 10000; 
    around_types = {"world", "point"}; 
    preload_types = {"map"}; 
} 
TexturePaths 
{ 
    path = ".\\Bazar\\TempTextures\\"; 
    path = ".\\Bazar\\Effects\\WaterNormals\\"; 
    path = ".\\Bazar\\TestTextures\\"; 
} 
ModelDescriptions = ".\\Bazar\\ModelLOD.txt"; 
ModelPaths 
{ 
    path = ".\\Bazar\\World\\Shapes\\"; 
    path = ".\\Bazar\\Terrain\\Structures\\High\\"; 
} 
Camera 
{ 
    current = "Высокая"; 
    Низкая 
    { 
        near_clip = 4; 
        far_clip = 60000; 
        structures = {30, 2000}; 
        trees = {60000, 3000}; 
        dynamic = {300, 20000}; 
        objects = {3000, 40000}; 
        mirage = {3000, 10000}; 
        surface = {10000, 50000}; 
        lights = {50, 10000}; 
        lod = 0.7; 
    } 
    Средняя 
    { 
        near_clip = 0.2; 
        middle_clip = 4; 
        far_clip = 80000; 
        structures = {40, 5000}; 
        trees = {100000, 8000}; 
        dynamic = {300, 20000}; 
        objects = {3000, 50000}; 
        mirage = {3000, 15000}; 
        surface = {14000, 80000}; 
        lights = {100, 30000}; 
        lod = 1; 
    } 
    Высокая 
    { 
        near_clip = 0.2; 
        middle_clip = 4; 
        far_clip = 80000; 
        structures = {200, 10000}; 
        trees = {200000, 20000}; 
        dynamic = {300, 20000}; 
        objects = {5000, 80000}; 
        mirage = {5000, 20000}; 
        surface = {20000, 80000}; 
        lights = {200, 80000}; 
        lod = 1.5; 
    } 
} 
ShadowLevel = 3; 
LightsLevel = 2; 
MirrorsLevel = 1; 
TextureLevel = 1; 
WaterQuality = 1; 
FogQuality = 1; 
SceneFile = "Medium"; 
TextureCollections 
{ 
    highFolder = ".\\Bazar\\TempTextures\\"; 
    common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds"; 
    common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds"; 
    spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprBMP.cdds"; 
    spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprTGA.cdds"; 
    common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds"; 
    common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds"; 
    autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutBMP.cdds"; 
    autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutTGA.cdds"; 
    winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds"; 
    winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds"; 
    common = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds"; 
    common = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds"; 
    common = ".\\Bazar\\World\\WorldTexturesTGA2.cdds"; 
    common = ".\\Bazar\\World\\WorldTexturesTGA.cdds"; 
    common = ".\\Bazar\\World\\WorldTexturesBMP2.cdds"; 
    common = ".\\Bazar\\World\\WorldTexturesBMP.cdds"; 
    common = ".\\Bazar\\World\\WorldTexturesBMP1.cdds"; 
    common = ".\\Bazar\\World\\ShipTexturesBMP.cdds"; 
    common = ".\\Bazar\\World\\ShipTexturesTGA.cdds"; 
    common = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds"; 
    common = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds"; 
    common = ".\\Bazar\\Effects\\effects.cdds"; 
    common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesBMP.cdds"; 
    common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesTGA.cdds"; 
    common = ".\\Bazar\\World\\WorldTexturesTGA1.cdds"; 
} 
season = "summer"; 
RenderStates 
{ 
    Folder = ".\\Bazar\\Graphics\\"; 
    Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg"; 
    DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin"; 
} 
MaterialAliasFile 
{ 
    GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma"; 
    GF3 = ".\\materials_TT.lma"; 
    GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma"; 
} 
landfile2 = ".\\Bazar\\Terrain\\Surface\\High\\land.lsa2"; 
BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn"; 
roads 
{ 
    road = ".\\Bazar\\Terrain\\Roads\\roads.rn2"; 
    road = ".\\Bazar\\Terrain\\Roads\\rails.rn2"; 
} 
superficial 
{ 
    file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_VPP.sup"; 
    file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Coastline.sup"; 
    file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Crim.sup"; 
    file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_East.sup"; 
    file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_North.sup"; 
    file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_West.sup"; 
    file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Mount_Borders.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\map_lep.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\map_towns_crim.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\map_towns_cauc.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_ru.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_ru.sup"; 
} 
ru 
{ 
    map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_ru.sup"; 
    map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_ru.sup"; 
} 
LandLodDistances 
{ 
    LandDay 
    { 
        L01 = 10000; 
        L12 = 40000; 
    } 
    LandNight 
    { 
        L01 = 8000; 
        L12 = 15000; 
    } 
    Map 
    { 
        L01 = 50000; 
        L12 = 120000; 
        L23 = 200000; 
        L34 = 300000; 
        L45 = 400000; 
    } 
    MapAlt 
    { 
        L01 = 50000; 
        L12 = 120000; 
        L23 = 200000; 
        L34 = 300000; 
        L45 = 400000; 
    } 
    MapTex 
    { 
        L01 = 50000; 
        L12 = 120000; 
        L23 = 200000; 
        L34 = 300000; 
        L45 = 400000; 
    } 
    MFD 
    { 
        L01 = 10000; 
        L12 = 25000; 
    } 
} 
LModelFiles 
{ 
    lmf = ".\\Bazar\\Terrain\\Structures\\model.lm"; 
    lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm"; 
} 
LandTextureLighting = 1; 
LandSunFactor = 0.7; 
OldLandNoise 
{ 
    perSquare = 5; 
    perSquare2 = 150; 
    front = 1000; 
    back = 10000; 
    top = 2500; 
    map_high = 20000; 
    bottom = 2000; 
    noisemax = 0.6; 
    noisemin = 0.1; 
} 
NoiseStrip 
{ 
    min = 2095; 
    max = 2505; 
} 
ScreenshotQuality = 90; 
ScreenshotExt = "jpg"; 
EffectOptions = 2; 
Exhaust = 0; 
ShadowDensity = 0.6; 
PilotName = "No"; 
FogParam1 = 12; 
FogParam2 = 1.1; 
ObjectFogMultiplier = 0.6; 
CivilianRoutes = ".\\Bazar\\Routes\\"; 
PilotNames = 0;