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楼主 |
发表于 2009-10-10 16:30:17
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有些人就是喜欢舍近求远,舍易求难,我无语[s:15]
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; |
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