Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 9 [10] 11   Go Down

Author Topic: Kuban map retextured, retowned, revillaged  (Read 55839 times)

0 Members and 2 Guests are viewing this topic.

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: Kuban map retextured, retowned, revillaged
« Reply #108 on: February 23, 2014, 12:05:26 PM »

Nice work.
Any idea, how put this map to HSFX 7.0.1?
Thanks.


#53.

https://www.sas1946.com/main/index.php?topic=35419.48

That, however is the UP3/DBW based method, but still contains tips maybe relevant for you.  ;)
Be aware for this method you need to have a DBW install.
Logged

ondrejone

  • member
  • Offline Offline
  • Posts: 2
Re: Kuban map retextured, retowned, revillaged
« Reply #109 on: February 23, 2014, 01:22:17 PM »

Thanks, I´ll try.
Logged

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: Kuban map retextured, retowned, revillaged
« Reply #110 on: February 23, 2014, 01:57:10 PM »

Good Luck!
Logged

Device6

  • member
  • Offline Offline
  • Posts: 54
Re: Kuban map retextured, retowned, revillaged
« Reply #111 on: August 16, 2014, 07:06:11 AM »

Hello Cyberolas,

As requested, I redirect my reply to this topic.

I started from vanila version of IL-2 Sturmovik 1946 which is from the original disc, version being 4.0.7.  Modding history as follows:

1) Mega Patch IL-2 4.12.2m Mega Patch (donwloaded name is jamesjones42-Various Files-4.12.2 Mega Patch-2014086-b14)
2) SAS_JSGME_Options_for_Modact_5.3x
3) SAS_AI_Flyables_5.30_for_IL-2_4.12.2m
4) SAS_Modact_5.30_for_IL-2_4.12.2m
5) Putting your map in, extract the following 2 folders and moved to...
    5.1) _Tex folder moved to {Root Folder of IL-2 Sturmovik 1946}\#SAS\MAPMODS\MAPS\, when asked overwrite, hit Yes;
    5.2) Kuban moved to {Root Folder of IL-2 Sturmovik 1946}\#SAS\MAPMODS\MAPS\.

I ran into troubles when trying to create missions from FMB (Full Missions Builder).  After using the great tool Universal Static.INI Checker Ver 1.3 and it reported 2 missing objects, apparently from your map.  These 2 missing objects are:

1) buildings$Luft_Hangar
2) buildings$T2_Hangar

Then I started searching for solutions from everywhere, quite tedious to be honest and sorry for being blunt.  I bumped into one of the topics in this forum after google'ing, reading, redirecting and learned that there is an Object Pack.  After downloading and unzipping, I finally obtained 31 .7z files which I believe contain the 2 missing objects I was looking for.  I found them from one of these 31 .7z files, and extract them out.  Each one of them are in a folder namely

1) Luft_Hangar
2) T2_Hangar

And from the zip file, I inferred that they should belong to the following paths:

3do\Buildings\Industrial

So out of sheer guess, I placed them under the following path

{Root Folder of IL-2 Sturmovik 1946}\#SAS\MAPMODS\3do\Buildings\Industrial\

Then I edit the static.INI file under {Root Folder of IL-2 Sturmovik 1946}\#SAS\STD\com\maddox\il2\objects and add the followings about the 2 objects

Code: [Select]
[buildings.House$Luft_Hangar]
Title           Luftwaffe_Hangar
MeshLive        3do/Buildings/Industrial/Luft_Hangar/live.sim
MeshDead        3do/Buildings/Industrial/Luft_Hangar/dead.sim
AddHeightLive    -2.0
AddHeightDead    -2.0
Body            RockBig
Panzer          0.34

[buildings.House$T2_Hangar]
Title           T2_Hangar
MeshLive        3do/Buildings/Industrial/T2_Hangar/live.sim
MeshDead        3do/Buildings/Industrial/T2_Hangar/dead.sim
Body            RockBig
Panzer          0.34

I obtained the buildings.House$Luft_Hangar when I was reading your Ardennes Map where you supplie us with the lines.  But I could not found that for buildings.House$T2_Hangar.  After many searches, I incidentally found the lines in the full_static.INI files that comes with the Universal Static.INI Checker Ver 1.3!  So I put the lines into the static.INI file and then I use Universal Static.INI Checker Ver 1.3 to check again, BINGO this time, all missing objects are found.

It's an adventure! Like playing an adventure games, going here and there looking for missing objects.[

That's it.  I didn't use the Mod Activator for 4.12.2m, would that make much difference from what I have got so far, graphics-wise, better texture and hue?

I have modified the conf.INI file to the follows
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1680<---
height=1050<---
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1<---
FullScreen=1<---
DrawIfNotFocused=0
EnableResize=1
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.6692859
mapPadY=-0.046666667
viewSet=32
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
mapPadMode=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39999998
LeanS=0.39999998
Raise=0.2
RubberBand=0.5

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=9
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=4<---Change from 2 to 4
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1<---Change from 0 to 1

Shadows=1
Specular=3<---Increase from 2 to 3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=1
Forest=3
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=1
Effects=1
ForceShaders1x=0

[Mods]
RandomSplash=1
netCallsign=
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1

Looks like that after changing Forest to 4, more trees appear, but that was under Render_DirectX, and I am running the game under Open_GL. Why is that so.  Please see the attached pic anyway.

Cyberolas, your youtube video shows much better graphics, how do you do that?  What am I missing here?

I want to attach a .TRK file, how do I do that?












Logged

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: Kuban map retextured, retowned, revillaged
« Reply #112 on: August 16, 2014, 08:44:21 AM »

The pictures tell me that youre graphics setup is ok, forrest=3 is the maximum setting for OpenGL.
In DirectX you can not have forrest=4 only 2, thats the maximum, forrest=3 is an OpenGL only feature. Check the manual.pdf for confirmation.

Btw water looks a bit weird, check out water=3 or 4 in OpenGL, maybe try carsmasters water mod.

Uufflakke

  • Modder
  • member
  • Offline Offline
  • Posts: 2078
Re: Kuban map retextured, retowned, revillaged
« Reply #113 on: August 16, 2014, 09:12:57 AM »

Yes, water in that screenshot has the appearance of an elephant skin.  :D
Like vpmedia said change settings in conf.ini to water=3 or improve graphics of water.
https://www.sas1946.com/main/index.php/topic,15180.0.html

This is how my water looks on Kuban map wit watermod and water=4:


post a picture

About the YouTube video.
The reason why it looks better than what you see on your monitor depends on several things.
First of all Cyberolas edited the video, for instance it is less saturated, and what hardware you have and your conf.ini settings.
And perhaps he has some mods installed you don't have right now. It might help to install one of the cloud mods which you can find in the Visuals section.

If possible change settings of shadows to get translucent instead of 'dotted' shadows I see on your screenshots.

About the screenshots you posted I notice something else. Your houses do have another 'skin' than I have in game. I became aware of it since I noticed a winter version of a houseblock (the yellow one with the white snow covered roof.)


Your version:




My version from about the same point of view:


upload gambar

Logged
"The Best Things In Live Aren't Things"

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: Kuban map retextured, retowned, revillaged
« Reply #114 on: August 16, 2014, 10:27:42 AM »

For NVidia cards water=4 is the max and optimum, for AMD water=2!

Water=3 makes nos ense IMHO.
Logged

bomberkiller

  • Treffen sich zwei Jäger...!
  • Modder
  • member
  • Offline Offline
  • Posts: 4929
  • Bf-109G-6/R6 = Bomber Killer
Re: Kuban map retextured, retowned, revillaged
« Reply #115 on: August 16, 2014, 10:35:58 AM »

Logged
FAC N° 9 ...cheers mein Schatz

Device6

  • member
  • Offline Offline
  • Posts: 54
Re: Kuban map retextured, retowned, revillaged
« Reply #116 on: August 16, 2014, 12:41:35 PM »


Your version:




My version from about the same point of view:




Thanks Uufflakke for your reply!

I will try Water=4. The Water Mod is on JSGME.

I ran into another issue that I have just noticed, I wonder you are experiencing the same: when viewing the plane externally, I notice objects houses as well as trees in a distance are popping up as the plane moves forward, just like what you see in FSX.  What are the cause of this issue?

I have just reset the 3D Settings in the nVidia Control Panel and the popping up issue seems to have been improved.  But now shimmering effects appear! :(
Logged

Device6

  • member
  • Offline Offline
  • Posts: 54
Re: Kuban map retextured, retowned, revillaged
« Reply #117 on: August 16, 2014, 12:43:18 PM »

The pictures tell me that youre graphics setup is ok, forrest=3 is the maximum setting for OpenGL.
In DirectX you can not have forrest=4 only 2, thats the maximum, forrest=3 is an OpenGL only feature. Check the manual.pdf for confirmation.

Btw water looks a bit weird, check out water=3 or 4 in OpenGL, maybe try carsmasters water mod.

Thanks VPMedia!  Talking about the various parameters in the OpenGL section, what are the maximum values of each parameter?  I want to stretch them to their limits and see if it improves the image quality further.
Logged

Uufflakke

  • Modder
  • member
  • Offline Offline
  • Posts: 2078
Re: Kuban map retextured, retowned, revillaged
« Reply #118 on: August 16, 2014, 04:47:50 PM »

@Device6:
To start with: please don't quote someone else's post with pictures included. Does have to do with bandwith or loading time on other computers.  ;)

The pop up issue we all have to deal with. Regardless settings or hardware. It has to do with IL2 limitations unless someone decide to redo LODs (=level of detail) of every single object in game.
Also the upcoming simulator Battle of Stalingrad still has the same issue in a few occasions (trees, smoke and fences) from what I've seen in videos.

About the shimmering: there is somewhere a setting to eliminate the shimmering. I forgot what it was in conf.ini though.
I found an explanation of settings in conf.ini from years ago at AllAircraftSimulations. Some settings might have changed over the years but it clarifies what each entry does.
Forget about DirectX and concentrate on OpenGL.

Code: [Select]
This configuration file is a documentation of their entries in the IL-2- conf.ini. This file is located in the root directory of IL-2.

[IL2]

title = IL2-Sturmovik Forgotten Battles
Game title - Display Name of il2fb.exe
hotkeys = HotKey game Reference to the HotKeys

[Window]

width = 1024 Window / screen width in pixels
height = 768 Window / screen height in pixels
ColourBits = 32 Color depth in bits (16/32)
Recommendation: 32
DepthBits = 24 Accuracy of depth information (ZBuffer) (16/24)
Recommendation: 24
StencilBits = 8 Size of the stencil buffer in bits (0 /
Recommendation: 8
ChangeScreenRes = 1 change screen resolution permit (other than desktop resolution) (0 / 1)
Recommended: 1
Full Screen = 1 Full screen or window mode (0 / 1)
Recommended: 1
DrawIfNotFocused = 0 Refresh the image, even if the window in the background (0 / 1)
Recommended: 0
EnableResize = 0 Change window size to allow (0 / 1)
Recommended: 0
EnableClose = 1 "Close" button in the window display mode (0 / 1)
Recommended: 1
SaveAspect = 1 Aspect Ratio 4:3 force (0 / 1)
Recommended: 0
Use3Renders = 0 Use of three screens (Multi-Display)
eg for Parhelia Graphics (0 / 1)
Recommended: 0

[GLPROVIDER]

GL = Opengl32.dll
Current Renderer, OpenGL or DirectX
(Opengl32.dll/dx8wrap.dll)
Recommendation: Opengl32.dll

[GLPROVIDERS]

Open GL = Opengl32.dll Possible renderer, OpenGL
(Not changed)
DirectX = dx8wrap.dll Possible renderer, DirectX
(Not changed)

[NET]

Settings for network transmission.
speed = 5000 Network transmission speed
Defaults are:
9.6K - 900
14.4k - 1500
28.8k - 3000
56k - 5000
ISDN - 10000
DSL - 25000
LAN - 100000
route Channels = 0
server = 31 Channels Maximum number of possible client connections = number of players
local port = 21000 Local network port through which communicates the simulation
remote port = 21000 Remote network port on the manufactures Il-2, the connection
SkinDownload = 1 Enable transfer of the camouflage pattern
serverName = No Name Name of your server
server Description = Own server description
remoteHost = Address of the computer that is connected to the
localhost = Local IP address on the links to be taken forward.
Recommendation: No entry if only one NIC is installed
socksHost =
check server Time Speed = 1 Anti Cheat measure compares clock from server to client.
check client Time Speed = 1 see above
checkTimeSpeedDifferense = 0.05 Maximum allowed difference of the clock (5%)
checkTimeSpeedInterval = 5 Period in which the difference is allowed (5 seconds)
checkRuntime = To define the test parameters on the client side you need to edit the "conf.ini" file before you start the game.
Open the file with a text editor, find the [NET], fill in the line "checkRuntime line =" a 0, 1 or 2 and then save the file.
0 = off
1 = full
2 = fast
Recommended: 1

***Note to checkRuntime = 2 : Sometime different versions of Windows OS can cause a problem to CheckRunTime = 2 as is the case when the server runs XP and the client is running Vista.

[MaxLag]

farMaxLagTime = 5.0 Defines the maximum delay (in seconds) between two received packets from a particular client. A delay that lasts longer than this time, is considered a "warp"
nearMaxLagTime = 2.0 Defines the maximum allowable time lag for an aircraft in a vulnerable position, or if it is regarded as a risk for a hostile aircraft.
cheaterWarningDelay = 5.0 Time, similar to the warning message ("It is gescheatet") appears in seconds
cheaterWarningNum =- 1 Defines the number of warnings before the player is ejected from the game ("kicked") will be. The car-Kicking is disabled if the value is set to -1.
Recommended: 1

[Chat]

region = (dx = 0.83, dy = 0.12, x = 0.07, y = 0.0) Position and size of the chat window
msg0 = Need support Content of the message "0"
Understood msg1 =! Content of the message "1"
msg2 = enemy to 12 Clock Content of the message "2"
adr0 = ALL First entry of the recipient list (All)
adr1 = MY ARMY Second entry of the recipient list (My page)
ADR2 = TO Hansi Third entry of the recipient list, only "Hansi" receives message
Ensure that the correct upper / lower case spelling of the callsign!
autoLogDetail = 3 Entered manually if not present.
Detail in the white chat server generated messages such as "a player shoots from Player2"
0 - disabled.
1 - only player-vs.-player shooting down reports.
2 - player vs. player and AI-vs-player kill messages.
3 - Lots of messages.
Recommendation: 3

[Game]

Arcade = 0 Arcade mode off / on
Displays results and white arrows hit points, and KI-balloons (0 / 1)
Recommended: 0
HighGore = 0 Blood effects in cockpit (0 / 1)
Recommended: User preference.
mapPadX = 0.6689453 Position of the map (x and y coordinate)
The card can be moved in the air while pressing both mouse buttons.
mapPadY =- 0.046875
viewSet = 35 View snap (even number) / Pan View (odd number)
Intro = 0 Intro video play after starting the game off / on (0 / 1)
Recommended: 0
NoSubTitles = 0 "Subtitle" to the AI voice on / off (0 / 1)
Recommended: User preference.
SubTitlesLines = 3 Entered manually if not present.
Number of lines for subtitles, also limits of resolution
Recommendation: 3
NoChatter = 0 AI speech on / off (0 / 1)
Recommended: User preference.
NoHudLog = 0 Text display of control functions (throttle, damage condition, etc) (0 / 1)
Recommended: User preference.
NoLensFlare = 0 Sun Glare, 1 = off, 0 = On (0 / 1)
Recommended: 1
iconTypes = 1 Type of HUD-icons 0 = off 1 = 2 distance = distance + Player Name 3 = distance + Aircraft + Player Name (0/1/2/3)
Recommendation: 0 (Full Real) or 3 (unless server has activated icons)
eventlog = eventlog.lst Name of the log files of mission data
eventlogkeep = 0 Logfile expand with new messages (1) or always override (0) (0 / 1)
Recommended: 1
3dgunners = 1 Entered manually if not present.
Ship and Flak gunner avatars visible. (0 / 1)
Recommended: 1
Clear Cache = 0 Entered manually if not present.
Graphics cache when exiting the game empty. Important when using the IL-2 Mat manager. (0 / 1)
Recommended: 0
TypeClouds = 1 Entered manually if not present.
Enables new types of clouds from version 4.0. (0 / 1)
Recommended: 1

[Device Link]

Settings for data export. Section must be added manually. For more information in the file DeviceLink.txt
port = 21100 Port number for exporting data
Recommendation: User preference.
IPS = 127.0.0.1 Access to specific IP addresses limit.
Recommendation: Separate IP/127.0.0.1
host = 127.0.0.1 Choose a network adapter to use.

[HotKey game]

PrintScreen = ScreenShot creates a screenshot in. tga
P = pause offset by pressing the P key the game in pause mode
Pause = pause added the game by pressing the Pause button in pause mode

[HotKey gui]

Escape = activate Menu button. The entry must be present to leave on missions using "ESC".

[HookViewFly Config]

HookView means the camera when activated external views
timeFirstStep = 2.0 Time until the aircraft expected to be the camera (F3) happened
Recommendation: 4.0
deltaZ = 10.0 Angle of the flyby camera (F3) to the plane (0 = It flies on one, whichever is greater, it flies by =)

[HookView]

MouseLeft = Len Pivoting with the left mouse button

[HookView Config]

Yaw Speed = 0.1
TangageSpeed = 0.1
LenSpeed = 1.0
Minlen = 1.0 Minimum distance to the object
DefaultLen = 20.0 Standard distance to the object
MaxLen = 3000.0 Maximum distance from the camera to the object (in exterior views)
Speed = 6 Speed of the view pans
Recommendation: 12 or higher

[HotKey builder]

Includes the extended mission editor used keyboard combinations.
MouseLeft = objectMove Left mouse button and hold to move the selected object
Mouse Right = popupmenu Opens the context menu of the object
Enter = FreeView In 3D mode, so at that location allows a free pivoting point of view. Useful if you want to look at the placement of objects
Shift MouseLeft = worldZoom Free zoom function for a selected area
Alt MouseLeft select = + no function
Mouse Right = select-Alt no function
Alt Ctrl = unselect no function
PageDown = change + Next object
PageUp = change- Previous object
End = change + + no function
Home = change - no function
Ctrl + = insert MouseLeft Insert new object instance.
Insert = insert +
NumPad-0 = insert +
F = fill Press the "F" is used in the "destruction" mode area to highlight the chosen degree of destruction
Ctrl + Mouse Right = delete Two of the three entries delete "+" can be removed to avoid accidental deletions.
NumPad .= delete +
Delete = delete +
Backspace = cursor
Tab = cursor
F10 = land hides the landscape, visible only means airports and clouds
F11 = onland No effect
NumPad-= normalLand
NumPad + = Toland
NumPad-5 = reset Angles Block number 5 is the default orientation of an object to the east again.
NumPad-8 = resetTangage90
NumPad-7 = stepAzimut-5 With the keys on the numeric keypad to selected objects are rotated around its own axis.
NumPad-4 = stepAzimut-15
NumPad-1 = stepAzimut-30
NumPad-9 = stepAzimut5
NumPad-6 = stepAzimut15
NumPad-3 = stepAzimut30

[MouseXYZ]

F1 = SpeedSlow Slow speed of moving objects. Suitable for fine positioning.
F2 = SpeedNormal Normal speed.
F3 = SpeedFast High speed of moving objects over large distances.
Mouse Right = XYmove Object in X-and Y-axis move, so move on the 'ground'.
Mouse Right = F4 Zmove Selected object in the Z-axis (height shift). Only works with smoke and light objects.
Mouse Middle = AMOV Closer to the object up or further away.
Mouse Right = F5 AMOV Selected object in pitch (rotate without function).
F6 = Right Mouse TMOV
F7 = Right Mouse Kmove Selected object around the longitudinal axis turning (without function).

[MouseXYZ Config]

RealTime = 1

[HotKey Console]

Shift Tab = Activate Enables the system console

[Console]

HISTORY = 1024 Number of lines in console course
HISTORYCMD = 1024 Number of lines in the course of the command input in the console
LOAD = console.cmd Loading the console progression from this file
SAVE = console.cmd Speicherungsort course of the console
LOG = 0 Create log file
LOGTIME = 0 Timestamp register (0 | 1)
Recommended: 1
LOGFILE = log.lst Log file name
LOGKEEP = 0 Log expand (1) or always override (0) (0 | 1)
Recommended: 1

[Sound]

SoundUse = 1
0 = no sound use (maybe for pure graphics benchmark)
1 = sound use
Sound Engine = 1
Speakers = 0
Placement = 0 Lautspecherpositionierung
SoundFlags.reversestereo = 0 Stereo channel swap
RadioFlags.Enabled = 0
Radio Engine = 2 Volume of the radio messages
Music Volume = 8 Volume of the music
Object volume = 14 Volume of objects
MusState.takeoff = 1 Start playing the music
MusState.inflight = 1 Playing music during the flight
MusState.crash = 1 Playing music after crash
MusFlags.play = 0 Play music
Master Volume = 14 Master volume
Attenuation = 7
Sound Mode = 1 3D mode (0/1/2/3)
0 = Standard
1 = minimal
2 = balanced
3 = full
Sampling Rate = 0 Quality of the samples (0/1/2)
0 = Standard
1 = 22 050 Hz
2 = 44100 Hz
NumChannels = 2
SoundExt.occlusions = 0 EAX -specific setting
Cockpit cushions external sound design
SoundFlags.hardware = 1 Hardware (enableEAX 1.0/2.0/3.0 etc.)
SoundFlags.streams = 1
SoundFlags.duplex = 1
SoundExt.acoustics = 0 EAX -specific setting,
Reverberation effects
SoundExt.volumefx = 0 EAX -specific setting
SoundFlags.voicemgr = 0
SoundFlags.static = 1
Voice Volume = 12
Channels = 2
SoundExt.extrender = 0
SoundFlags.bugscorrect = 0
SoundSetupId = 8
ActivationLevel = 0.02
Preemphasis = 0.85
RadioLatency = 0.5
AGC = 1
PTTMode = 1
SoundFlags.UseRadioChatter = 0
SoundFlags.AutoActivation = 0
RadioFlags.PTTMode = 0
RadioFlags.PlayClicks = 0
ActLevel = 11
MicLevel = 12
SoundFlags.forceEAX1 = 0 | 1
1 =EAX 1.0 force on.

[Rts]

; ProcessAffinityMask = 1
*** NOTE *** You can use a ; (semi colon) at the beginning of any line to remark (REM) it out so that Il-2 will not read that line.
ProcessAffinityMask = 1
Allows for the user to assign 1 or more processors for use by IL-2.

***See my article on Processor Affinity Settings***

Processor Affinity Explained by me
viewtopic.php?f=30&t=29178

mouseUse = 2
0 = no mouse use
1 = Windows cursor
2 = IL2-pointer
Value 1 is recommended for remote desktop, control mouse is the only way possible.
joyUse = 1 Joystick use (0 / 1)
Recommended: 1
trackIRUse = 1 Track IR use (0 / 1)
DisableIME = 0
locale = en Language version (de = German | French fr = | s, other values or no entry = English)
See also:Change language

[Rts_mouse]

SensitivityX = 1.0 Sensitivity of the mouse control in X-direction. The higher the value, the more sensitive the controller. (> 0)
SensitivityY = 1.0 Sensitivity of the mouse control in the Y direction. The higher the value, the more sensitive the controller. (> 0)
Invert = 0 Reverses the sense of direction of the mouse Y-axis. Affects the control of the sniper, but not on the user interface. (0 / 1)

[Rts_joystick]

X = 0 1 4 9 16 25 36 49 64 81 100 0
Y = 0 1 4 9 16 25 36 49 64 81 100 0
Z = 0 10 20 30 40 50 60 70 80 90 100
RZ = 0 10 20 30 40 50 60 70 80 90 100 0
FF = 0
U = 0 10 20 30 40 50 60 70 80 90 100 0
V = 0 10 20 30 40 50 60 70 80 90 100 0
Adjustment of the joystick axes.
For each axis there are 12 values, the first describes the size of the zero zone (values 0-50), the last of the strength of the filtering (0-100).
The 10 represent values in between the linearity of the stick movement in 10% values. (Each 0-100) all these values are 100, then the stick movement 100% linear. If the first on "10," IL2 response in 10% Stickauslenkung with 10% from 10% Ruderauslenkung.
The line FF = 0 is the force feedback switch. (0 = disabled, 1 = active)
1X = 0 10 20 30 40 50 60 70 80 90 100 0
1Y = 0 10 20 30 40 50 60 70 80 90 100 0
1Z = 0 10 20 30 40 50 60 70 80 90 100 0
1RZ = 0 10 20 30 40 50 60 70 80 90 100 0
1U = 0 10 20 30 40 50 60 70 80 90 100 0
1V = 0 10 20 30 40 50 60 70 80 90 100 0
1RX = 0 10 20 30 40 50 60 70 80 90 100 0
1RY = 0 10 20 30 40 50 60 70 80 90 100 0
1X1 = 0 0 10 20 30 40 50 60 70 80 90 100 0
1Y1 = 0 0 10 20 30 40 50 60 70 80 90 100 0
1RX1 = 0 10 20 30 40 50 60 70 80 90 100 0
1RZ1 = 0 10 20 30 40 50 60 70 80 90 100 0
1U1 = 0 10 20 30 40 50 60 70 80 90 100 0
1V1 = 0 10 20 30 40 50 60 70 80 90 100 0
1X2 = 0 10 20 30 40 50 60 70 80 90 100 0
1Y2 = 0 10 20 30 40 50 60 70 80 90 100 0
Only the values of the axes of the first controller in the Windows Game Controller menu can be changed with the hardware setup. You start with a prominent first
The lines starting with 1X1, 1Y1, 1RX1, 1RZ1 etc., stand for the axes of the input device with ID 2
Are still connected to other game controllers, there are the rows 1X2, 1Y2, 1RX2, 1RZ2 etc., for the Windows ID3 and ongoing. However, these are modifiable only through the conf.ini.

[Render_DirectX]

This graphic settings are only effective if the DirectX mode is selected.
TexQual = 3 3 = Normal Textures
2 = To a factor of 2 smaller textures
1 = To a factor of 4 smaller textures
0 = To factor 8 smaller textures
At low texture memory of graphics card (16MB or less) should see an improvement.
Use of option 1 or 0 in today's newer graphics cards is unlikely due to the amount of RAM they now use.
TexMipFilter = 2 Type of Mipmapfilterung
(1/2/3)
1 = bilinear (fast)
2 = trilinear (better quality, no speed penalty
3 = anisotropic (best quality, slow)
TexCompress = 2 Type of texture compression
(0/1/2)
0 = no compression (best quality)
1 = 16bit conversion (unsuitable)
2 = S3TC compression, best performance at slightly lower texture quality.
TexFlags.UseDither = 1 Smooth the color transitions in 16-bit color depth
TexFlags.UseAlpha = 0
TexFlags.UseIndex = 0
TexFlags.PolygonStipple = 1
TexFlags.UseClampedSprites = 0
TexFlags.DrawLandByTriangles = 1
TexFlags.UseVertexArrays = 1
TexFlags.DisableAPIExtensions = 0
TexFlags.ARBMultitextureExt = 1
TexFlags.TexEnvCombineExt = 1
TexFlags.SecondaryColorExt = 1 Main effect disappears in the game: At 0, the upper two-dimensional layer of clouds
TexFlags.VertexArrayExt = 1
TexFlags.ClipHintExt = 0
TexFlags.UsePaletteExt = 0
TexFlags.TexAnisotropicExt = 1 Specifies if mipmaps are filtered specifically
0 = filter mipmaps faster but with lower quality
1 = best quality
Impact of this option is closely linked to TexMipFilter
TexFlags.TexCompressARBExt = 1 Must be enabled if compression is used S3TC

TexFlags.TexEnvCombine4NV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.TexEnvCombineDot3 = 1
TexFlags.DepthClampNV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.SeparateSpecular = 1
TexFlags.TextureShaderNV = 1 ATI Cards = 0 Nvidia Cards = 1

Hardware Shaders = 0 Enable "perfect" mode (0 = disabled | 1)
Activation leads to water with higher pixel shader Appearance and Visibility of the landscape and new trees

Shadows = 1 Shadow quality (0 = disabled | 1 | 2)
Specular = 2
SpecularLight = 2
DiffuseLight = 2
DynamicalLights = 1 Dynamic lighting
MeshDetail = 2 Level of Detail objects in play (0 = Lego (TM) | 1 = log | 2 = normal)
VisibilityDistance = 3 Visibility

Sky = 1 Representation of clouds
0 = no clouds (only available offline)
1 = less clouds
2 = normal clouds
Forest = 1 Quality of the forest representation (0 = disabled | 1 | 2)
If hardware shader is set = 1, it is also the option 3
The different textures of layered forests are again increased, and trees in the city are replaced (on newer cards usually faster).
LandShading = 1 Level of detail of the landscape lighting (0 = disabled | 1 | 2)
From 3 are building shadow
Special case occurs with hardware shaders = 1, there seems no difference 0-2 to give (except FB / ACE cloud shadows)
Country Details = 2 (0 | 1 | 2)
Soil textures in detail Tieflug be diverse.

LandGeom = 3 Sets the Horizon view and distance. 1=low quality with sharp edge with pop-up horizon, 3=High quality, far distance with gradual fog fade. (1|2|3)
Recommended: User preference, but limited by GPU.
TexLarge = 1 High-resolution textures plane off / on (0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow
TexLandQual = 3 General level of detail of land textures (0 | 1 | 2 | 3)
TexLandLarge = 0 High-resolution landscape textures from / to (0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow

VideoSetupId = 17 specifies the default graphics card in IL2setup, 17 = Customize

ForceShaders1x = 0 Shader version 1.x of force / to (0 / 1)
Option for low-Shader2 graphics cards (eg GeForce FX series)
Polygon Offset =- Factor 00:15
Polygon Offset =- 3.0 Units Change, the aerodrome from a height no more flicker
Water = 0 Water quality representation in Perfect Mode
(0/1/2/3)
0 = No reflections except clouds
1 = Simple + wave reflection shadow
2 = 1 + wave reflections realistic shadows + Weather-waves
3 = as 2 + 3 animated water Shader
from Patch 4.03:
0 or 1 - No changes in version 4.03
2 = in this mode corresponds Water = 3 runs, but also on ATI graphics cards with the chipsets 9800, X800, X1800 and later models
3 = faster render mode with Vertex Shader 3.0 (NVIDIA 6600 and later models)
4 = improved display quality with Vertex Shader 3.0 (NVIDIA 6800 and later models)

Effects = 0
0 = (explosion) without shadow effects
1 = (explosion) effects with shadows
2 = (explosion) effects for future hardware

[Render_OpenGL]

This graphic settings are only effective if the OpenGL mode is selected.
TexQual = 3 3 = Normal Textures
2 = To a factor of 2 smaller textures
1 = To a factor of 4 smaller textures
0 = To factor 8 smaller textures
At low texture memory of graphics card (16MB or less) should see an improvement.
Use of option 1 or 0 in today's newer graphics cards is unlikely due to the amount of RAM they now use.
TexMipFilter = 2 Type of Mipmapfilterung
(1/2/3)
1 = bilinear (fast)
2 = trilinear (better quality, no speed penalty
3 = anisotropic (best quality, slow)
TexCompress = 2 Type of texture compression
(0/1/2)
0 = no compression (best quality)
1 = 16bit conversion (unsuitable)
2 = S3TC compression, best performance at slightly lower texture quality.
TexFlags.UseDither = 1 Smooth the color transitions in 16-bit color depth
TexFlags.UseAlpha = 0
TexFlags.UseIndex = 0
TexFlags.PolygonStipple = 1 1 = emulated shadow transparency in stencil buffer disabled (disabled if StencilBits = 0 under [window]), recommendation = 0
TexFlags.UseClampedSprites = 0 1 = limiting polygon count, Sprite objects and effects that recommendation = 0
TexFlags.DrawLandByTriangles = 1 1 = representation of the landscape surface in simple triangle geometry, recommendation = 0
TexFlags.UseVertexArrays = 1 1 = geometry calculation of the objects on Vertex Arrays | For ATI cards from the 3000 series recommended setting = 0 (Fixed graphic error)
TexFlags.DisableAPIExtensions = 0 1 = disable extensions of the video driver, recommendation = 0
TexFlags.ARBMultitextureExt = 1
TexFlags.TexEnvCombineExt = 1
TexFlags.SecondaryColorExt = 1 Main effect disappears in the game: At 0, the upper two-dimensional layer of clouds
TexFlags.VertexArrayExt = 1 On ATI cards from the 3000 series recommended setting = 0 (Fixed graphic error)
TexFlags.ClipHintExt = 0
TexFlags.UsePaletteExt = 0
TexFlags.TexAnisotropicExt = 1 Specifies if mipmaps are filtered specifically
0 = filter mipmaps faster but with lower quality
1 = best quality
Impact of this option is closely linked to TexMipFilter
TexFlags.TexCompressARBExt = 1 Must be enabled if compression is used S3TC

TexFlags.TexEnvCombine4NV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.TexEnvCombineDot3 = 1
TexFlags.DepthClampNV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.SeparateSpecular = 1
TexFlags.TextureShaderNV = 1 ATI Cards = 0 Nvidia Cards = 1

Hardware Shaders = 0 Enable "perfect" mode (0 = disabled | 1)
Activation leads to water with higher pixel shader Appearance and Visibility of the landscape and new trees

Shadows = 1 Shadow quality (0 = disabled | 1 | 2)
Specular = 2
SpecularLight = 2
DiffuseLight = 2
DynamicalLights = 1 Dynamic lighting
MeshDetail = 2 Level of Detail objects in play (0 = Lego (TM) | 1 = log | 2 = normal)
VisibilityDistance = 3 Visibility

Sky = 1 Representation of clouds
0 = no clouds (only available offline)
1 = less clouds
2 = normal clouds
Forest = 1 Quality of the forest representation (0 = disabled | 1 | 2 |3 )
If hardware shader is set = 1, option 3 is also available.
The different textures of layered forests are again increased, and trees in the city are replaced (on newer cards usually faster).
LandShading = 1 Level of detail of the landscape lighting (0 = disabled | 1 | 2)
From 3 are building shadow
Special case occurs with hardware shaders = 1, there seems no difference 0-2 to give (except FB / ACE cloud shadows)
Country Details = 2 (0 | 1 | 2)
Soil textures of ground are more diverse.

LandGeom =3 | LandGeom = 3 Two normal Visibility
3 Improved Visibility
Patch from 4.09m Visibility is the 36km to 72km in fine and clear weather increased from.
Note: This mode is not performance optimized: (on low-end PCs can Freezes and low frame rate) may occur. This new feature works only in graphics mode "perfect". There is also the possibility of display problems with clouds and cloud shadows at a greater distance (restriction of the basic engine).

TexLarge = 1 High-resolution plane textures off / on
(0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow
TexLandQual = 3 General level of detail of land textures (0 | 1 | 2 | 3)
TexLandLarge = 0 High-resolution landscape textures from / to
(0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow

VideoSetupId = 17 specifies the default graphics card in IL2setup, 17 = Customize

ForceShaders1x = 0 Shader version 1.x of force / to (0 / 1)
Option for low-Shader2 graphics cards (eg GeForce FX series)
Polygon Offset =- Factor 00:15
Polygon Offset =- 3.0 Units Change, the aerodrome from a height no more flicker
Water = 0 Water quality of representation in Perfect Mode
(0/1/2/3)
0 = No reflections except clouds
1 = Simple + wave reflection shadow
2 = 1 + wave reflections realistic shadows + Weather-waves
3 = as 2 + 3 animated water Shader
from Patch 4.03:
= 0 or 1 - No changes in version 4.03
2 = in this mode corresponds Water = 3 runs, but also on ATI graphics cards with the chipsets 9800, X800, X1800 and later models
3 = faster render mode with Vertex Shader 3.0 (NVIDIA 6600 and later models)
4 = improved display quality with Vertex Shader 3.0 (NVIDIA 6800 and later models)

Effects = 0
0 = (explosion) without shadow effects
1 = (explosion) effects with shadows
2 = (explosion) effects for future hardware

[ DGEN ]
This entry is not present by default . You can add it to influence the creation of the generated campaigns.

GroundIntensity = High / Low ( medium = default) Number of moving ground objects
CampaignAI = Normal Can the AI
MissionDistance = nn Length of the routes nn ( expressed in kilometers)
CampaignDifficulty = Easy To change the difficulty level of the campaign.
AirIntensity = Low / High ( Default = medium ) To set a number of aircraft and aircraft associations
Flights Random = 5 max. Number of not participating in the actual mission, additional schools
MaxFLAK = 10 000-100 ; number of generated flak from the launch site and target
UseParkedPlanes = 1 = 1 means that places will be equipped with parked aircraft
HistoricalRanks = 1 = 1 means historic ranks
MaxBomberSkill = 2
NoAirfieldHighlight = 1 = 0 means that more seats be equipped with Flak
NoBadWeather = 0 = 1 means that you do not fly in bad weather
CampaignLength = VeryLong = Long , Medium , Short, VeryShort ; Specifies the length in campaign missions.
Logged
"The Best Things In Live Aren't Things"

bomberkiller

  • Treffen sich zwei Jäger...!
  • Modder
  • member
  • Offline Offline
  • Posts: 4929
  • Bf-109G-6/R6 = Bomber Killer
Re: Kuban map retextured, retowned, revillaged
« Reply #119 on: August 16, 2014, 05:12:03 PM »

...about the shimmering, watch at the end in your "conf.ini":

Code: [Select]
VideoSetupId=2
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

...the two "PolygonOffset" entries,

regards, Gerhard
Logged
FAC N° 9 ...cheers mein Schatz
Pages: 1 ... 7 8 9 [10] 11   Go Up
 

Page created in 0.112 seconds with 24 queries.