Dzięki wielkie Juliusz
Sporo ostatnio pracuję w Maxie i PS, cieszę się, że widać jakieś postępy. Tak jak już pisałem, wielką inspiracją dla mnie są budowle Alfreda Waterhouse'a, mistrza Gothic Revival i jednocześnie najskuteczniejszego architekta swoich czasów. Oglądając jego szkice, projekty i podziwiając istniejące budynki wprowadzam się w pewnego rodzaju "stan upojenia", co mam nadzieję, przekłada się na modele.
Judith rozdzielczość lightmappingu możesz regulować w pliku "cam_ext.cfg"
Kod: Zaznacz cały
; ------------
; display mode
; ------------
; enable Direct3D 9 based display system (instead of the legacy DirectX 6 one)
use_d3d_display
Kod: Zaznacz cały
; -------------------
; D3D9 render options
; -------------------
; NOTE: these options can only have any effect when "use_d3d_display" is enabled
; by default it will try to use an enhanced 32-bit precision display mode, if the driver supports it, but
; there may be instances (like with integrated intel GPUs) where the driver does support it but it may not
; work correctly (such as gamma not working), this option will disable the use of enhanced precision
d3d_disp_no_rgb10_buf
; multisampling (anti-aliasing) level
; IMPORTANT: some integrated graphics HW may not work correctly with multisampling and you will be left with a
; black screen, if that happens disable this option again
multisampletype 8
; enable 16-bit floating point render buffer (for improved rendering and postprocessing quality, at the
; expense of video memory and performance)
;d3d_disp_enable_hdr
; enable 32-bit floating point render buffer (if you don't know what else to do with your memory and GPU time)
; NOTE: some driver version(s) may have a bug where running 32-bit FP also requires multisampling to be enabled
; or things can break (like a black screen)
d3d_disp_enable_hdr 32
; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
; and also enables in-game gamma to be applied in windowed mode)
d3d_disp_sw_cc
; optional saturation setting when "d3d_disp_sw_cc" is enabled, 0 is black and white, 1 is normal color
; (does not affect menu screens)
;d3d_disp_sw_cc_sat 0.25
; optional color filter when "d3d_disp_sw_cc", RGB values are between 0 and 1, default is "1 1 1" (white)
; (does not affect menu screens)
;d3d_disp_sw_cc_rgbfilter 1 0.7 0.3
; enable postprocessing (bloom)
postprocess 1
; bloom intensity factor, default is 5
bloomscale 5
; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values
; require more GPU processing)
bloom_range 2
; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7
bloom_saturation 0.7
; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6
; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow)
; for SS2 you might want to consider increasing this slightly, as the game is generally brighter
bloom_threshold 0.7
; enable screen distortion effects, like chipped glass or heat distortion from fire arrows
d3d_disp_enable_distortionfx
; enable alpha-to-coverage functionality, for smoother edges and less aliasing on alpha tested surfaces,
; if the nVidia/AMD/ATI graphics card supports it (requires multisampling to be enabled)
;d3d_disp_enable_atoc 1
; for nVidia cards that support SSAA this can be enabled instead (slightly better quality at the expense of
; performance)
d3d_disp_enable_atoc 2
; if "d3d_disp_enable_atoc" is enabled and the graphics card supports it you may also want to enable this to
; make the edges even smoother (WARNING: if atoc isn't supported or "tex_edge_padding" isn't enabled, enabling
; this will make things look worse)
;default_alphatest_ref 1
; alpha for 2D overlay (HUD text, bitmaps), default is 1 (opaque)
;d3d_disp_2d_overlay_alpha 0.7
dodatkowo dla wyrównanego efektu trzeba włączyć odpowiednie renderowanie teksturek
Kod: Zaznacz cały
; ---------------
; texture quality
; ---------------
; load/create all textures as 32-bit and enable other 32-bit rendering path for some other subsystems
force_32bit_textures
Wrzucam dla wygody cały plik, gdybyś chciał spróbować. To ustawienia maksymalne, więc jeśli u mnie chodzi, u Ciebie będzie na pewno.