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[技术交流] 大喜的日子:lock on宽屏分辨率下座舱变形问题解决!

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发表于 2009-10-10 15:08:36 | 显示全部楼层 |阅读模式
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;
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发表于 2009-10-10 16:37:09 | 显示全部楼层
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发表于 2009-10-10 21:30:05 | 显示全部楼层
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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