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楼主: songsong

[技术交流] LO宽屏显示器-画面调节教程(图文版)

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发表于 2009-10-3 21:12:46 | 显示全部楼层
good 1# songsong
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发表于 2009-10-4 22:46:52 | 显示全部楼层
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发表于 2009-10-5 11:03:11 | 显示全部楼层
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发表于 2009-10-6 23:12:13 | 显示全部楼层
学习学习!
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发表于 2009-10-7 19:08:31 | 显示全部楼层
fdsfsfsfsdfsdfsf
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发表于 2009-10-8 16:49:08 | 显示全部楼层
[s:6]试试看看
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 楼主| 发表于 2009-10-10 16:30:17 | 显示全部楼层
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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发表于 2009-10-10 21:13:04 | 显示全部楼层
看帖要回帖。。。
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发表于 2009-10-11 19:59:29 | 显示全部楼层
来看看,试试。
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发表于 2009-10-12 11:00:35 | 显示全部楼层
1# songsong
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