Quote:
Originally Posted by Feuerfalke
TexQual=3
TexMipFilter=3
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
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
Sky=2
Forest=2
LandShading=3
LandDetails=2
LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=17
ForceShaders1x=0
Water=1
Effects=1
3DBridges=1
TypeClouds=1
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
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That is not the maximum!
This is:
Water=
4
//4 = improved display quality with vertex Shader 3.0 (NVIDIA 6800 and later models)
Effects=
2
//2 = (explosion) effects for later hardware
HardwareShaders=1
Shadows=2
Specular=
3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
//Detailed degree of the objects in the game (0=Lego|1=box |2=normal)
VisibilityDistance=3
Sky=2
//Cloud representation 0 = no clouds (only offline available) 1 = less clouds 2 = normal clouds
Forest=
3
//If Hardwareshaders=1 there is still the option 3. The single textures of the stratified woods are increased once more and trees in the town are replaced (on newer maps faster).
LandShading=3
//3 = buildings receive shadows
LandDetails=2
//groundtextures in low level flight become more multifaceted
LandGeom=2
TexLarge=1
//high-resolution textures (planes)
TexLandQual=3
TexLandLarge=1
//high-resolution textures (landscape)
Try it out!
Cheers,
KarlHeinz