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Alt 27.09.2004, 17:04   #7 (permalink)
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Registriert seit: 25.10.2003
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Standard AW: dxdll will net mehr

Zitat:

Flashpoint.cfg
Product="Resistance";
Language="German";
HW_Type="Direct3D HW T&L";
Adapter=0;
3D_Performance="2941";
CPU_Benchmark=2941;
Resolution_W="1024";
Resolution_H="768";
Resolution_Bpp="32";
LOD=7.500000;
Limit_LOD=0.019000;
Shadows_LOD=0.050000;
MaxObjects=256;
Cockpit_Textures=2048;
Landscape_Textures=2048;
Object_Textures=2048;
Animated_Textures=64;
Textures_Drop_Down=4;
Texture_Heap="16";
File_Heap="16";
Total_Memory="256 MB";
MaxLights=27;
Light_Explo=1;
Light_Missile=1;
Light_Static=1;
Frame_Rate_Pref=500;
Quality_Pref=500;

Zitat:

congif.cfg
; DXDLL Configuration file
; for boolean values, 1 = true, 0 = false

[General]
; General settings
; useTrilinear: Use trilinear filtering instead of bilinear
; forceNoNightShader: Remove "black & white" effect from night, can also improve performance
; sharpenUI: Uses a higher detail mipmap texture for overlay elements, can make UI text easier to read
; EnhancedTracers: Enhances tracers to make them more visible
; debugOutput: Enables debug output (Using windows OutputDebugString function)
; handlePrintScreen: Grab printscreen keypress for screenshots
; LODbias0: sets normal texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry)
; LODbias1: sets multitexture texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry)
showFPS=0
showStat=0
useTrilinear=1
forceNoNightShader=0
sharpenUI=1
EnhancedTracers=0
debugOutput=0
handlePrintScreen=1
LODbias0=0
LODbias1=0


[Postprocessing]
; Postprocessing settings
; Force32bitPostProcessing: Forces use of 32bit color for postprocessing color buffer.
; When using 16bit color, enabling this can improve visual quality without the peformance hit of full 32bit color.
; DisablePPForMap: Disable postprocessing when map visible (mission editor, map)
; UseSpecialNVGPP: Uses a special predefined set of postprocessing settings when nvgoggles are used
; HardLight: Enable "hard light" postprocessing
: HardLightSx: Hard Light strength per color channel (red, green, blue), range 0.0 - 1.0
; Desaturate: Enable desaturation postprocessing
; DesaturateSx: Desaturation strength per color channel (red, green, blue), range 0.0 - 1.0
; Glare: Enable light glare postprocessing
; GlareStrength: Glare strength
; GlareSize: Glare texture size divider, larger values mean larger glare but can cause aliasing
; GlareDarkenSky: Darkens sky by 15% to avoid it from becoming overbright with glare
; GlareUseFade: Uses a fade effect in glare buffer at night time
; GlareForce32bitBuffer: Same as Force32bitPostProcessing, but for glare buffer
UsePostProcessing=1
Force32bitPostProcessing=0
DisablePPForMap=1
UseSpecialNVGPP=1
HardLight=1
HardLightSR=0.4
HardLightSG=0.4
HardLightSB=0.6
Desaturate=1
DesaturateSR=0.2
DesaturateSG=0.2
DesaturateSB=0.2
Glare=1
GlareStrength=0.3
GlareSize=3
GlareDarkenSky=1
GlareUseFade=0
GlareForce32bitBuffer=0


[Reflections]
; Water reflection settings
; sizeX/Y: Reflection texture size. Larger size means a more sharp reflection, but can also decrease performance.
; Some video cards require texture sizes to be in powers of 2, (ie. 256x256, 512x512, 1024x256, etc)
; LODbias: sets reflection texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry)
; UseExpFog: Use exponential fog effect for water.
; Uses more dense fog for water which looks better, though can appear too dense at lower viewdistances
; useLighting: Use lighting for reflections. If disabled, all reflected things appear dark, but it can improve performance
; maxCount: Maximum number of objects visible in reflection. Set to 0 for unlimited amount.
; maxDistance: Maximum distance of objects visible in reflection. Set to 0 for unlimited distance.
; maxHeigh: Maximum height from waterline of objects visible in reflection. Set to 0 for unlimited height.
; bumpStrength: Water bumpmap strength
; clipTolerance: Amount of clipping adjustment done for reflected faces.
; Too low number can cause "see through" bumpmap effect near waterline.
; texOffsetX/Y: Reflection map offset. If reflection appears at wrong position, try adjusting these
useReflections=1
reflectTerrain=1
reflectObjects=1
sizeX=512
sizeY=512
LODbias=-0.5
useExpFog=1
useLighting=1
maxCount=600
maxDistance=400
maxHeight=20
bumpStrength=5
clipTolerance=-0.035
texOffsetX=0.49
texOffsetY=0.49

Ich weiß allerdings nicht ob es dir das bringt da ich auch so meine Probs mit Flashpoint habe.
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