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SoftTH monitor question


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Ok- I'm home now.

 

I will try to simulate your system By using 'only';) to screens

on a 8800 GT in dual head configuration and after I had it working I will give you a download link of my:

View.lua/Softth.cfg/graphics.cfg

That you are able to copy it in your LockOn-FC version

 

Just Give me one hour...:joystick:

 

In the meantime:

please post your system specs!

Don't forget the native resolution of your screens! and your FC version.

:)

 

Edit: It has to work!

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Ok , sry for my late reply, but I am sick at home and after 2 nights without sleep I managed to have a nap.

 

Anyway, my system is the following:

 

Intel E6750

4 GB DDR2 RAM 800MHz (normal latency, Kingmax modules)

Mainboard Gigabyte EP43-DS3L

Videocard ZOTAC 8800GT AMP!

 

Hmmmm, about the native resolution of my screens, I donno what to tell you, they are 2 Proview 17" CRT, even though they are Proview, they are different models ( as for dotpitch).

 

EDIT: I normally play LOCKON FC V1.12a, I'm working on Windows Vista Ultimate w/SP1, and as Video drivers I have the latest 180.43 for Vista. I have FC graphics normally set on full, except shadows and distance, so I play it at a res. of 1024 x 768. I think that if I leave the same settings, use it on 2 screens and use a Res. of 1280 x 1024 it will freeze up.


Edited by RedBaron
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Please make sure you connect your monitors on your card like I did:

gf8800gt-frontcopy.jpg

 

Than

adjust your screens like this (Two options):

-also set AF and AA to application controlled and use the "performance" setting in your the GeForce control panel !

 

Two times 1280 x 1024 ...or....

2x1280x1024.jpg

 

two times 1024x768 ...it depends on what your monitors are able to.

2x1024x768.jpg

-also set AF and AA to application controlled and use the "performance" setting in the GeForce control panel !

 

 

Than make sure that all SoftTh 1.07b files are in the FC root folder (mine:G:\Program Files\Eagle Dynamics\Lock On)

 

After you have done this copy this text in your softth.cfg:

;
; SoftTH configuration file
; by Kegetys <kegetys[ät]dnainternet.net>
;

[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left & right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format, 'RGB32', 'RGB16' or 'YUV12'.
; antialiasing: Level of forced anti-aliasing
; anisotropic: Level of forced anisotropic filtering
; borderSize: Size in pixels of frame border between monitors that is discarded
; noHotkeys: Set to 1 to disable all hotkeys
deviceIDLeft=-1
deviceIDright=auto
secondaryWidth=auto
secondaryHeight=auto
secondaryRefresh=auto
secondaryFormat=RGB32
antialiasing=2
anisotropic=4
borderSize=50
sideExtraWidth=0
noHotkeys=0

[Direct3D]
; ** Advanced setting for Direct3D games **
; cylindicalCorretionAngle: Amount of cylindrical correction done, use with sideExtraWidth
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
;               Set to 2 to force multihead initialization even if game doesn't create device with TH resolution
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; swapOrder: Swap order at which the frame contents are copied
; autoSquash: Automatically squash output to middle monitor if only pretransformed (GUI) elements are drawn
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
cylindicalCorretionAngle=0
hideNondefaultDevices=1
forceHorizontalFOV=0
forceResolutionWidth=0
forceResolutionHeight=0
force16bitDepth=0
sleepBeforeRead=2
useMultihead=1
delayedPresent=1
swapOrder=0
autoSquash=0
d3d8dll=auto

[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale game window rectangle to triplehead size
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=0
mouseXoffset=auto

; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
; Must be last in this file
[modes]
640x480x60
640x480x75
640x480x85
800x600x60
800x600x75
800x600x85
1024x768x60
1024x768x75
1024x768x85
1280x960x60
1280x960x75
1280x960x85
1280x1024x60
1280x1024x75
1280x1024x85
1600x1200x60
1600x1200x75
1600x1200x85

 

Next step is to edit your graphics.cfg.

 

Use this If you are using the two times 1024x768 res:

DisplayMode
{
   resolution = {1024, 768};
   bpp = 32;
   fullscreen = 1;
   aspect = 3.847;
   Interface
   {
       resolution = {1024, 768};
       bpp = 32;
       fullscreen = 1;
       aspect = 3.847;
   }
   Simulation
   {
       resolution = {3172, 768};
       bpp = 32;
       fullscreen = 1;
       aspect = 3.847;

 

And this if you are using the two times 1280x1024 res:

 

DisplayMode
{
   resolution = {1024, 768};
   bpp = 32;
   fullscreen = 1;
   aspect = 3.847;
   Interface
   {
       resolution = {1024, 768};
       bpp = 32;
       fullscreen = 1;
       aspect = 3.847;
   }
   Simulation
   {
       resolution = {3940, 1024};
       bpp = 32;
       fullscreen = 1;
       aspect = 3.847;

 

And finally - for more convenience in the cockpit - change these values in these two files in the \Lock On\Config\View folder

 

view.lua

-- Camera view angle limits {view angle min, view angle max}.
CameraViewAngleLimits = {}
CameraViewAngleLimits[PlaneIndex.iSu_27] = {20.0, 280.0}
CameraViewAngleLimits[PlaneIndex.iSu_33] = {20.0, 280.0}
CameraViewAngleLimits[PlaneIndex.iSu_25] = {20.0, 280.0}
CameraViewAngleLimits[PlaneIndex.iSu_39] = {20.0, 280.0}
CameraViewAngleLimits[PlaneIndex.iMiG_29] = {20.0, 280.0}
CameraViewAngleLimits[PlaneIndex.iMiG_29K] = {20.0, 280.0}
CameraViewAngleLimits[PlaneIndex.iA_10] = {20.0, 280.0}
CameraViewAngleLimits[PlaneIndex.iF_15] = {20.0, 280.0} 

 

server.lua

-- Camera angle limits {horizontal angle max, vertical angle min, vertical angle max}
CameraAngleLimits = {}
CameraAngleLimits[PlaneIndex.iSu_27] = {200.0, -120.0, 90.0}
CameraAngleLimits[PlaneIndex.iSu_33] = {200.0, -120.0, 90.0}
CameraAngleLimits[PlaneIndex.iSu_25] = {200.0, -120.0, 90.0}
CameraAngleLimits[PlaneIndex.iSu_39] = {200.0, -120.0, 90.0}
CameraAngleLimits[PlaneIndex.iMiG_29] = {200.0, -120.0, 90.0}
CameraAngleLimits[PlaneIndex.iMiG_29K] = {200.0, -120.0, 90.0}
CameraAngleLimits[PlaneIndex.iA_10] = {200.0, -120.0, 90.0}
CameraAngleLimits[PlaneIndex.iF_15] = {200.0, -120.0, 90.0}  

 

After you hit quickstart you should see hopefully something like this(and hopefully not also so blurred like my pictures :) ):

FILE0354.jpg

 

FILE0356.jpg

 

Attention !:

I added already a "borderSize" of 50 to the softth and graphics cfg.

This will help you to merge or reduce non-alignment of the rendered picture between your screens.

In clear words: 50 horizontal pixel are missing at the edges!

 

And I added anisotropic filtering of 4

and also a antialiasing of 2

to the softth.cfg !

 

Your card should handle this - even at higher res than two times 1280x1024 !

If you have problems reduce first the "secondaryFormat=" from RGB32 to RGB16 (My system crashes at YUV12!!) -

If that dident help try lowering water and so on ... in FC.

Keep in mind that Your card is already rendering the missing left screen - but "She" doesn't know where to put the data... ...and please don't ask me how to use the GUI after you returned from you mission.:D

 

A hint: get a another(weaker) card and a third screen!

 

Now Enjoy watching your wingman to the right!

 

:)

 

Please report!


Edited by urze
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Hope you getting better soon!

 

If this will not help....than I don't know.

What I described above runs flawless at my XP system - and there is no known issue what prevents it to do the same at a Vista system AFAIK.

 

If you have still no luck :

Go to http://www.kegetys.net/forum/index.php?board=1.0

and describe this problem with a quote or link to this 'conversation'.

Give me a note if you doing this and you get no answers- I will call special forces...

But double-check first that you followed my steps carefully and the mistake is not caused by yourself.

 

I detonated via Paypal for SoftTh ....

-and everyone should do the the same if you are enjoying this fine piece of free software -even if its 'only' 3 bucks... !;)

 

I think Keijo "Kegetys" Ruotsalainen could need this.

(just look at his old CTR's in his pictures and Vids...But they do the Job!)

 

http://www.kegetys.net/SoftTH/


Edited by urze
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I set everything as you told me, followed every bit of it, but still ain't workin. It simply crashes just before it gets the cockpit up (still with splashscreen up). after the bottom loading bar is at the far right (fully loaded) it just crashes, does nothing stays on the splash screen and starts breaking up the image on the right monitor, only. Sometimes I get a message that the VGA driver has crashed and got recovered.

 

I also tried downloading and installing a previous driver, but without any success. Then re-installed again the latest driver, and back to square one. I will have to re-install the WIN XP partition and test it there. I ain't playing it there, cause I have a problem in WIN XP, that the ODDs are not showing (for some misterious reason) and so cannot load Lockon FC, otherwise I would play it there.

 

Now its late, tomorrow I will register on teh other forum and post a thread on this problem :(

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RedBaron:

OK, so the biggest part of the problem is solved, thanks to URZE. I can play Lomac on two screens now, so far still experimenting with the settings to see how much detail I can add to the graphics. These are the results so far, I noticed soem issues on the second monitor, but I think resolvable.

Problem_Solved2.jpg

Problem_Solved.jpg

 

Was a nice talking to you!:)

 

Ok - now I know why it was not working:

Redbarons right CTR only can display 1024x768 in 72Hz ! So he changed the value manual intsted to use the "auto" function. - Softth didn't recolonizes 72Hz -only 85/75/60....

 

Now try this

A) to get a higher resolution in the centre and

B) to merge the non-alignment between the screens.

(backup your working files!)

I highlighted what I chanced!

 

I count for every cm about 28 pixels at a 19" monitor

so I would say its about 7 cm in your case.

So lets higher the res in the middle screen to 1280x768 and ad a borderSize of 200.

(and I added also AA of 2 and a AF of 4 - reset this to 0 if this is too much for the card)

 

This should look like this:

 

Lockon Graphics.CFG file

DisplayMode

{

resolution = {1280, 1024};

bpp = 32;

fullscreen = 1;

aspect = 4.000000119;

Interface

{

resolution = {1280, 1024};

bpp = 32;

fullscreen = 1;

aspect = 1.33333;

}

Simulation

{

resolution = {3728, 1024};

bpp = 32;

fullscreen = 1;

aspect = 4.14062;

}

AVI

{

resolution = {640, 480};

fullscreen = 0;

aspect = 1.3333;

 

SoftTH.CFG file

;

; SoftTH configuration file

; by Kegetys <kegetys[ät]dnainternet.net>

;

 

[config]

; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic

; secondaryWidth/Height: Left & right monitor resolution, or 'auto' to use same as middle screen resolution

; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic

; secondaryFormat: Secondary device image format, 'RGB32', '' or 'YUV12'.

; antialiasing: Level of forced anti-aliasing

; anisotropic: Level of forced anisotropic filtering

; borderSize: Size in pixels of frame border between monitors that is discarded

; noHotkeys: Set to 1 to disable all hotkeys

deviceIDLeft=-1

deviceIDright=1

secondaryWidth=1024

secondaryHeight=768

secondaryRefresh=72

secondaryFormat=RGB16

; RGB16 only at the right screen saves maybe some FPS

antialiasing=2

anisotropic=4

borderSize=200

sideExtraWidth=-256

noHotkeys=0

 

[Direct3D]

; ** Advanced setting for Direct3D games **

; cylindicalCorretionAngle: Amount of cylindrical correction done, use with sideExtraWidth

; hideNondefaultDevices: Hides all but the default adapter from the game

; forceHorizontalFOV: Forces horizontal FOV to be three times as wide

; forceResolutionWidth/Height: Forces device to be created with this resolution

; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use

; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card

; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use

; Set to 2 to force multihead initialization even if game doesn't create device with TH resolution

; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head

; swapOrder: Swap order at which the frame contents are copied

; autoSquash: Automatically squash output to middle monitor if only pretransformed (GUI) elements are drawn

; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)

cylindicalCorretionAngle=0

hideNondefaultDevices=0

forceHorizontalFOV=0

forceResolutionWidth=0

forceResolutionHeight=0

force16bitDepth=0

sleepBeforeRead=-1

useMultihead=1

; Helps to get a better FPS (Sometimes)

delayedPresent=0

swapOrder=0

autoSquash=0

d3d8dll=auto

 

[hooks]

; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes

; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled

; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly

; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width

; doScaleWindowRects: Scale game window rectangle to triplehead size

; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution

doHooking=1

doScaleMouseCoordinates=0

doScaleFromLeftScreen=0

doScaleWindowRects=0

mouseXoffset=0

 

; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)

; Must be last in this file

[modes]

1280x1024x60

1280x1024x75

1280x1024x85

 

And here is a working View- and Server.lua to have a better view(so you can look down in cockpit view.).

 

view.lua:

-- Camera view angle limits {view angle min, view angle max}.

CameraViewAngleLimits = {}

CameraViewAngleLimits[PlaneIndex.iSu_27] = {20.0, 280.0}

CameraViewAngleLimits[PlaneIndex.iSu_33] = {20.0, 280.0}

CameraViewAngleLimits[PlaneIndex.iSu_25] = {20.0, 280.0}

CameraViewAngleLimits[PlaneIndex.iSu_39] = {20.0, 280.0}

CameraViewAngleLimits[PlaneIndex.iMiG_29] = {20.0, 280.0}

CameraViewAngleLimits[PlaneIndex.iMiG_29K] = {20.0, 280.0}

CameraViewAngleLimits[PlaneIndex.iA_10] = {20.0, 280.0}

CameraViewAngleLimits[PlaneIndex.iF_15] = {20.0, 280.0}

 

server.lua:

-- Camera angle limits {horizontal angle max, vertical angle min, vertical angle max}

CameraAngleLimits = {}

CameraAngleLimits[PlaneIndex.iSu_27] = {200.0, -150.0, 90.0}

CameraAngleLimits[PlaneIndex.iSu_33] = {200.0, -150.0, 90.0}

CameraAngleLimits[PlaneIndex.iSu_25] = {200.0, -150.0, 90.0}

CameraAngleLimits[PlaneIndex.iSu_39] = {200.0, -150.0, 90.0}

CameraAngleLimits[PlaneIndex.iMiG_29] = {200.0, -150.0, 90.0}

CameraAngleLimits[PlaneIndex.iMiG_29K] = {200.0, -150.0, 90.0}

CameraAngleLimits[PlaneIndex.iA_10] = {200.0, -150.0, 90.0}

CameraAngleLimits[PlaneIndex.iF_15] = {200.0, -150.0, 90.0}

 

Report!;)


Edited by urze
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The Problem I told you I have now with graphics is seen on this picture on the right monitor, U can see that where there is water, there are some missing graphics (pointed light blue shapes ). I noticed that when in VIEW.LUA I changed the value from 250 to 280 those shapes grew bigger, and sometimes all teh sea + some land disappeared. It has to do somethign with the zooming.

 

Problem_Solved2.jpg

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  • 4 weeks later...

Urze, you have been very helpful and I was wondering if you (or anyone else) could help me :)

 

If so, this is my situation:

 

I am using the Lockon Flaming Cliffs demo for testing on a XP desktop with two 8800 GTs for video cards.

 

-28 inch monitor @ 1920x1200x32 on video card A

-two 15 inch monitors @ 1024x768x16 on video card B

 

I would like the 28 inch monitor in the middle and the 15 inch monitor to either side. The monitors are setup within XP correctly.

 

Right now, I am just trying to get it to work. I played with the configuration files for hours but I can not get it to work. Any ideas?

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Hello Iamzorg,

To give you a working SoftTh.cfg for BS or FC

I need a list of modes that your monitors support under XP (Resolution/refresh rate). And I Highly recommend to connect to Two monitors at your Primary GPU. (This saves a lot of your PCI Bandwidth and Ram workload.)

 

BTW: BlackShark runs like a Charm with SoftTh 1.08 !:)

 

 

This will also help you to set a correct FOV/Aspect for BS/FC:

http://www.leftside-limited.com/misc.html


Edited by urze
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Hi, i need help too

 

Here's my config :

 

Middle : 24" 1920x1200

Left : 22" 1680x1050

Right : need another card :)

 

Well, i works only if i declare the left as right , or i've got a D3D error : can't create windows pos -1680...,

 

and only if the middle is sett tup at 1680:1050 :(

 

and i changed fov in xxx.lua, nothing chande :(

 

I'm lost

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  • 1 month later...

I am French and I do not indeed speak about English and to write it even less.

However, I have problems of display with 2 monitors and softTH

When I launch a flight, my monitors has an effect of flash stromboscopiques white and black. My only one solution is reboot. :-(

 

 

I have 2 radeon 4850 in crossfire. 2 Samsung SyncMaster 205BW 16/10

1680*1050 each

thanks for your help.

 

 

SofTH.cfg

; SoftTH 1.08 configuration file

; by Kegetys, http://www.kegetys.net

;

[config]

; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic

; secondaryWidth/Height: Left&right monitor resolution, or 'auto' to use same as middle screen resolution

; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic

; secondaryFormat: Secondary device image format, 'RGB32', 'RGB16' or 'RGB16D'.

; borderSize: Size in pixels of frame border between monitors that is discarded

; noHotkeys: Set to 1 to disable all hotkeys

; noOSD: Set to 1 to disable on-screen display when changing settings (Also disables GDI+ initialization)

deviceIDLeft=-1

deviceIDright=auto

secondaryWidth=auto

secondaryHeight=auto

secondaryRefresh=auto

secondaryFormat=RGB16D

borderSize=0

sideExtraWidth=auto

noHotkeys=0

noOSD=0

[Direct3D]

; ** Advanced setting for Direct3D games **

; lensCorrection: Lens correction, set to 1 to enable support. >1 to enable by default

; lensCorrectionEdge: Lens correction edge offset

; hideNondefaultDevices: Hides all but the default adapter from the game

; forceHorizontalFOV: Forces horizontal FOV to be three times as wide

; forceResolutionWidth/Height: Forces device to be created with this resolution

; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use

; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card

; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use

; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head

; swapOrder: Swap order at which the frame contents are copied

; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)

lensCorrection=0

lensCorrectionEdge=0

cylindicalCorretionAngle=0

hideNondefaultDevices=0

forceHorizontalFOV=0

forceResolutionWidth=0

forceResolutionHeight=0

force16bitDepth=0

sleepBeforeRead=2

useMultihead=1

delayedPresent=0

swapOrder=0

autoSquash=0

d3d8dll=auto

[hooks]

; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes

; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled

; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly

; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width

; doScaleWindowRects: Scale focus window WindowRect

; doScaleClientRects: Scale focus window ClientRect

; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution

doHooking=1

doScaleMouseCoordinates=0

doScaleFromLeftScreen=0

doScaleWindowRects=0

doScaleClientRects=1

mouseXoffset=auto

; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)

; 'auto' adds current primary monitor desktop resolution

; Must be last in this file

[modes]

800x600x60

800x600x75

800x600x85

1024x768x60

1024x768x75

1024x768x85

1280x960x60

1280x960x75

1280x960x85

1280x1024x60

1280x1024x75

1280x1024x85

1600x1200x60

1600x1200x75

1600x1200x85

auto

 

 

LC 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 = {1680, 1050};

bpp = 32;

fullscreen = 1;

aspect = 1.6;

Interface

{

resolution = {1680, 1050};

bpp = 32;

fullscreen = 1;

aspect = 1.5;

}

Simulation

{

resolution = {3360, 1050};

bpp = 32;

fullscreen = 1;

aspect = 3.2;

}

}

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 = 50000;

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 = "Haut";

Bas

{

near_clip = 4;

middle_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;

}

Moyen

{

near_clip = 0.2;

middle_clip = 4.;

far_clip = 80000;

structures = {40, 5000};

trees = {100000, 6000};

dynamic = {300, 20000};

objects = {3000, 50000};

mirage = {3000, 15000};

surface = {14000, 80000};

lights = {100, 30000};

lod = 1.;

}

Haut

{

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 = 2;

WaterQuality = 3;

FogQuality = 1;

SceneFile = "High";

ScreenNoise = 0;

TextureCollections

{

highFolder = ".\\Bazar\\TempTextures\\";

winter = ".\\Bazar\\Terrain\\Surface\\High\\WinBMP.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\High\\SprTGA.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\High\\SprBMP.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\High\\AutTGA.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\High\\AutBMP.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\High\\WinTGA.cdds";

Collection1 = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds";

Collection1 = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds";

summer = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds";

summer = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds";

Collection2 = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds";

Collection3 = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds";

Collection4 = ".\\Bazar\\World\\WorldTexturesTGA.cdds";

Collection5 = ".\\Bazar\\World\\WorldTexturesBMP.cdds";

Collection11 = ".\\Bazar\\World\\WorldTexturesBMP1.cdds";

Collection6 = ".\\Bazar\\World\\ShipTexturesBMP.cdds";

Collection7 = ".\\Bazar\\World\\ShipTexturesTGA.cdds";

Collection8 = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds";

Collection9 = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds";

Collection10 = ".\\Bazar\\Effects\\effects.cdds";

Collection12 = ".\\Bazar\\World\\Cockpit-SU39-TexturesBMP.cdds";

Collection13 = ".\\Bazar\\World\\Cockpit-SU39-TexturesTGA.cdds";

Collection14 = ".\\Bazar\\World\\WorldTexturesTGA1.cdds";

}

bSummer = 1;

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_en.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_en.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 = 16000;

L12 = 50000;

L23 = 100000;

L34 = 200000;

L45 = 400000;

}

MapAlt

{

L01 = 16000;

L12 = 50000;

L23 = 100000;

L34 = 200000;

L45 = 400000;

}

MapTex

{

L01 = 16000;

L12 = 50000;

L23 = 100000;

L34 = 200000;

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 = 3;

Exhaust = 1;

ShadowDensity = 0.6;

PilotName = "No";

FogParam1 = 12;

FogParam2 = 1.1;

ObjectFogMultiplier = 0.6;

CivilianRoutes = ".\\Bazar\\Routes\\";

PilotNames = 0;


Edited by thesower
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