How to levelcity the range of drawing? (Far Cry)
Grass, bushes and everything normally drawn at a distance of about 10 meters, all on high, here are the screenshots:in short, I found one editor even found a similar setting, but no effect, that would be drawing a General increase, and that sdaleka not visible in the sight of mercenaries
KoTimon
Oh damn, how could the game not to screw up with the replacement strings and other things by modifying the files I was dealing, but only in gta sa, but thanks anyway, maybe someone will test and write work or no
Hmm, the same question, years later:
DP is even lower than it usually was, right in front of soap. To recover at least.
How I increased the distance for drawing plants, objects and land:
1) I took the file DevMode.lua
2) I found the line in it:
Input: BindCommandToKey ("# ​​ToggleAIInfo ()", "f11", 1);
3) Replaced it with:
Input: BindCommandToKey ("# ​​ViewDistances ()", "f11", 1);
function ViewDistances ()
e_terrain_lod_ratio = "0"
e_vegetation_sprites_min_distance = "800"
e_obj_view_dist_ratio = "150"
e_shadow_maps_view_dist_ratio = "100"
end
4) Added -devmode in game shortcut properties.
Now in the game you just need to press F11 and - voila! - blurry sprites turn into normal bushes and trees, jerky transitions between LODs disappear,
In general, at first I wanted to do all this through SystemCfgOverride.cfg (a kind of autoexec) so that no buttons were pressed after each map was loaded. But, alas, not destiny. The e_terrain_lod_ratio variable returns to its previous value after loading the next map, and e_obj_view_dist_ratio is available only through DevMode. So it seems like nothing without DevMode and buttons.
After more thorough testing: It
's better not to get too carried away with drawing distance. At some levels, even a moderate increase will cause the skybox and ground textures to flicker. Perhaps these are the limitations of the engine itself.
After more experimentation, my "instruction" looks like this:
1) Take the file DevMode.lua
2) Find the line:
Input:BindCommandToKey("#ToggleAIInfo()","f11",1);
3) Replace it with:
Input:BindCommandToKey("#DrawDist()","f11",1);
function DrawDist()
e_terrain_lod_ratio = "0"
e_obj_view_dist_ratio = "100"
end
4) Add -devmode in game shortcut properties.
5) In the game, after loading the next level, press F11.
You can add e_vegetation_sprites_min_distance = "80" if blurry bush sprites in front of your nose really disgust you. But then the reflections of some palm trees in the water begin to flicker.
1) Return to DevMode.lua
2) Find the line:
Input:BindCommandToKey("#GotoNextSpawnpoint()", "f2",1);
(no space, I added a space so that PG doesn't swear at "too many bukaf")
3) Replace it with:
Input:BindCommandToKey("#DistDefault()","f2",1);
function DistDefault()
e_terrain_lod_ratio = "2"
e_vegetation_sprites_min_distance = "8"
e_obj_view_dist_ratio = "55"
end
4) Now in the game, after pressing F11, you can press F2, and everything will return to the default values.
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PS: For some reason it became impossible to edit and delete your old posts here. Three pieces in a row - a disgrace!