大喜的日子:lock on宽屏分辨率下座舱变形问题解决!
本帖最后由 FighterSweep 于 2009-10-10 15:33 编辑http://www.insky.cn/bbs/thread-38557-1-1.html
回复 5楼 jeepsai 的帖子 没用过locfg,但可以
在Config文件夹下找到graphics.cfg用记事本打开,把aspect参数修改一下,如下:
Simulation
{
resolution = {1280, 800};
bpp = 32;
fullscreen = 1;
aspect = 1.6;
感谢“毛飞燕”同志!
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注意:解决方法!如下(其实就是复制下面代码中的红色标记部分)
:复制到C:\Program Files\Ubisoft\Eagle Dynamics\Lock On\Config这个文件夹中的graphics(用记事本打开,注意做好备份!)中。将原来graphics中的代码(与下面红色标记对应的代码区域)选中删除,再复制下面的红色标记的代码粘贴到graphics中对应区域!
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 = {1024, 768};
bpp = 32;
fullscreen = 1;
aspect = 1.6;
Interface
{
resolution = {1024, 768};
bpp = 32;
fullscreen = 1;
}
Simulation
{
resolution = {1440, 900};
bpp = 32;
fullscreen = 1;
aspect = 1.6;
}
}
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 = "Medium";
Low
{
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;
}
Medium
{
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;
}
High
{
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 = 2;
LightsLevel = 2;
MirrorsLevel = 1;
TextureLevel = 2;
WaterQuality = 1;
FogQuality = 1;
SceneFile = "Medium";
TextureCollections
{
highFolder = ".\\Bazar\\TempTextures\\";
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";
}
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;
CivilianRoutes = ".\\Bazar\\Routes\\";
PilotNames = 0; LZ火星了... 感觉扁着挺舒服的,没啥感觉。。真实的座舱是什么样子的啊???
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