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Hi all ive now updated to oct-11 beta and all is fine except for citys they look awfull .Is there any way to get the buildings to show up at a longer distance so im not looking at dull gray patches .If a river runs through the city the texture along the edge shows all the time ....

post-2189-0-47243300-1320163082.jpg

Edited by hi ho silver

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hmmm your bitmaps do mipmap in distance but TGA do not, must be shimmering too... Dunno why.

 

higher number DetailMeshSize= in flightengine.ini trick could help

 

 

 

and try forcing anisotropy filtering to x8 in your graphics card's control panel

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Did you disable this in your Options.INI:

ObjectsFade=FALSE

 

And like Stary said, force AA/AF for crisper visuals.

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be warned, my flightengine.ini ALLWAYS have some uncommon tweaks in them:

 

here's SF2V one:

 

[Debug]

SkipFlight=FALSE

 

[FlightEngine]

HUDDLL=HUD.dll

HUDDataFilename=HUDData.ini

CommDLL=Comm.dll

CommDataFilename=CommData.ini

ObjectList=ObjectList.ini

SoundList=SoundList.ini

ViewList=ViewList.ini

ParticleSystem=ParticleSystem.ini

EnvironmentSystem=EnvironmentSystem.ini

MessageSystem=MessageSystem.ini

SpeechSystem=SpeechSystem.ini

DeltaT=0.016667

MaxDeltaT=0.100

RefreshTime=0.016667

ChangeTimeAmount=15

MaxTimeCompression=16.0

StartTimeCompression=1

StartPaused=TRUE

ShowCockpit=TRUE

TextFilename=FlightText.str

EjectView=EjectView

 

[ForceFeedback]

ForceFeedback=FlightFFBEffect.ini

ForceFeedbackControl=PITCH_CONTROL

FadeStartTime=0.2

FadeTime=1.0

 

[LoadingScreen]

BackgroundImage=LoadingScreen1.JPG

BackgroundImageSize=1024,768

TextFontName=Arial

TextSize=20

TextFontColor=250,250,250

TextFile=LoadingText.str

LoadingTextStringID=TXT_FLT_LOADING

PercentTextStringID=TXT_FLT_LOADING_PERCENT

ProgressBarRange=100

ProgressBarRect=204,733,820,753

StreamAudio=loading.wav

FadeTime=0.2

 

[GraphicsSettings]

ZBufferDepth=24

MaxVertexCount=16384

MaxIndexCount=32768

MaxTextureCount=4096

MaxModelType=2024

MaxMeshPerScene=4096

MaxModelPerScene=2024

MaxLightPerScene=256

AspectRatio=1.333333

MinPixelSize=1.0

 

[backgroundSceneClip]

FarClipDistance=80000.0

NearClipDistance=3000.0

 

[ForegroundSceneClip]

FarClipDistance=14000.0

NearClipDistance=0.45

 

[insideSceneClip]

FarClipDistance=250.0

NearClipDistance=0.01

 

[LowDetailOption]

HorizonDistance=30000.0

DetailMeshSize=2

DetailLevel=0

WaterEffect=0

NoiseTexture=0

MaxTextureRes=128

 

[MedDetailOption]

HorizonDistance=42000.0

DetailMeshSize=6

//2

DetailLevel=1

WaterEffect=1

NoiseTexture=0

MaxTextureRes=256

 

[HighDetailOption]

HorizonDistance=50000.0

DetailMeshSize=8

//8

//3

DetailLevel=2

WaterEffect=2

NoiseTexture=1

MaxTextureRes=512

 

[unlimitedDetailOption]

HorizonDistance=62000.0

DetailMeshSize=10

//16 ok

//4

DetailLevel=2

WaterEffect=2

NoiseTexture=1

MaxTextureRes=1024

//-1

 

[soundSettings]

SampleFrequency=44100

BitsPerSample=16

DopplerFactor=1.0

 

[WorldSettings]

SectorWidth=20

SectorHeight=20

SectorMaxObject=256

Border=1000.0

//80000.0

MinHeight=1.0

MaxHeight=35000.0

 

[MapSettings]

MapMaxSize=200000

MapMinSize=20000

MapInitSize=100000

MapScaleRate=5.0

ZoomControl=CAMERA_ZOOM_CONTROL

 

[screenShot]

FilenameFormat=img%05d.JPG

MaxScreenShot=99999

SoundEffect=shutter.wav

 

[TextStrings]

GamePaused=TXT_FLT_GAME_PAUSED

GameUnpaused=TXT_FLT_GAME_UNPAUSED

TimeCompress=TXT_FLT_TIME_COMPRESS

NormalTime=TXT_FLT_NORMAL_TIME

TimeSet=TXT_FLT_TIME_SET

StartFlight=TXT_FLT_START_FLIGHT

WaitJoin=TXT_FLT_WAIT_JOIN

 

[skipToNext]

Timer=3.0

FadeTimer=1.0

SkipToNextView=FlybyView

AutoPilotCommand=AUTO_PILOT

 

[startView]

StartView000=ShoulderView

StartView001=CockpitFront

 

[EndGame]

EndGameTimer=5.0

EndGameView=DeathView

AutoEndGame=FALSE

 

[inFlightChat]

TargetText=ChatTarget.str

RepeatDelay=0.5

RepeatRate=0.1

CursorFlashTime=0.4

CursorString=|

 

 

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good :good:

it was the control panel setting, wasn't it?

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forcing anisotropy filtering fixed the river proplem out and the ObjectsFade=FALSE sorted the rest so now im upto date and looking good.....

  • Like 1

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don't be too jumpy with the detailmeshsize= value as it depends somehow on general intensity of mission and map, for me 16 used to be good, but had to lower it to 10 or 12 because in heavy mod install with lots of hires planes and detailed, hires, target-heavy terrain it simply causes CTD, experiment... on stock SF2E with my terrain enchancement I could set it to 24 without crash, but framerate dropped to twenties (system dependent of course)

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