excuse me...?

Posted by meyers 
Re: excuse me...?
Date: August 12, 2003 06:11PM
Posted by: Borjaserrano

Spanish language didn´t use "~" tilde. Only "´" in vocals (á, é, í, ó, ú)

"Learn Spanish with Borja Serrano" :) :) :) :)



Re: excuse me...?
Date: August 12, 2003 06:24PM
Posted by: tux
OMFG how many languages do u know vader :-o





Re: excuse me...?
Date: August 12, 2003 06:24PM
Posted by: Vader
@ dUmAsS

OMFG how many languages do u know vader :-o

How many are there?



@ Borjaserrano

I meant the tilde over the n in words like Español. That looks cool.

You are not by any chance involved in the production of the famous Spanish Serrano ham? Yummy, yummy.



Post Edited (08-13-03 01:32)






REHAB IS FOR QUITTERS
Re: excuse me...?
Date: August 12, 2003 06:36PM
Posted by: tux
how come no ones on msn? :-o or icq :-o





Re: excuse me...?
Date: August 12, 2003 06:41PM
Posted by: bazza
I hate being British in the language respect. We are so useless when it comes to learning foreign languages. We should have been force-fed them at school, instead of them being optional. I barely speak any German, and that's what I got a 1 for at Standard Grade. (Standard Grade is what we do before highers, and 1 is best mark)

I can barely write anything.

Ich heisse Baz. And even then I don't know how to use the double ss symbol which looks like an italic capital B with a flick. (Showing my ignorance here)

Baz

Re: excuse me...?
Date: August 12, 2003 06:45PM
Posted by: tux
tahts whty i hate living in uk, im **** and english and other languages ;)





Re: excuse me...?
Date: August 12, 2003 06:49PM
Posted by: Borjaserrano
Aahh ok ok... but the "~" it not considered by a tilde, the "ñ" (enye) is considered like a other independent letter

Certanly... you know the good things of the life... Serrano ham is one of these things. But Serrano isn´t only a ham, is a surname too...


@Bazza

Don´t think In Spain, and other countries the people knows to talk in English and other languages, I only know write in a poor English.. but speaking it.. and lisening it... buff, I don´t understand absolutely nothing! jeje :)



Post Edited (08-13-03 01:54)

Re: excuse me...?
Date: August 12, 2003 07:59PM
Posted by: Capdeville
Hello friends...

I see you just have involved in languajes lessons, well I could help Borjaserrano with them because I´m mexican (maybe the only mexican in all the GP4 world), I have taken english lessons since primary school (6 to 12 years old level) and I defend myself a little bit speaking, wrinting and talking (again, a lot of tv and because USA is our neighbor) I have no problems getting into this and other english forums.

Y bueno Borja, ¿nos ponemos de acuerdo para las lecciones?...como ves, primer nivel tu y después continúo?

Greetings from mexico city !
Re: excuse me...?
Date: August 12, 2003 08:37PM
Posted by: WallyTP
I guess we are ready to learn some bad words.
Re: excuse me...?
Date: August 12, 2003 09:19PM
Posted by: Dizzoau
Vader uses languageconversion.com or something similar.
Re: excuse me...?
Date: August 12, 2003 11:05PM
Posted by: b-tone
ive got gp4 looking amazing, nearly everything turned on and its at 25fps 1024*768 on a 1.4ghz, 512mb ram, geforce 2 mx 400 64mb

dumass can i have you cfg please?
i've got similar system and get 17-26fps with most htings on.



____
Tony

Re: excuse me...?
Date: August 13, 2003 03:43AM
Posted by: Vader
Dizzoau, Dizzoau, Dizzoau!

You hurt my feelings.

Aren't you Brazilian? Cheira meu saco. :) :) :) :)








REHAB IS FOR QUITTERS
Re: excuse me...?
Date: August 13, 2003 04:16AM
Posted by: Borjaserrano

Hi Capdeville!.. at last anyone who talks Spanish. By the moment, with my English I defend me average. The only trouble is when I have any technical doubt about Gp4, like modify car textures. The languaje sometimes suppose a disability to explain some problems that i have at time for attempt with some Gp4 things, and understand the answers that they propose.



Re: excuse me...?
Date: August 13, 2003 04:17AM
Posted by: ralphi
So that's your seecret......





Re: excuse me...?
Date: August 13, 2003 04:24AM
Posted by: dolinseks
I am wondering what to buy for about 150
Re: excuse me...?
Date: August 13, 2003 04:31AM
Posted by: Borjaserrano

If your OS is Win 98, with 256 RAM, it should run fine. But if you have Win 2k... XP, maybe it uses virual memory when you run Gp4. So it would be advisable that your machine arrange with 512



Re: excuse me...?
Date: August 13, 2003 05:10AM
Posted by: dolinseks
I have XP Proffesional.
Re: excuse me...?
Date: August 13, 2003 05:17AM
Posted by: MysticalCrayon
im telling you that gp4 wouldnt run ! f1c runs much better on low end systems, i would know =] my pc cant even run the gp4 intro video without a drop in fps

Re: excuse me...?
Date: August 13, 2003 05:26AM
Posted by: tux
1.4ghz, 512mb ram, geforce 2 64mb, omega drivers, win xp pro. a pc what crashes and p!sses me off coz the psu is only 200w.....

then this should be good for u...



1 ; f1graphics.cfg controls all settings (default 0)
1024 ; [RELEASE] Game 3D Horizontal Resolution
768 ; [RELEASE] Game 3D Vertical Resolution
0 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1 ; [RELEASE] Enable hardware T&L if available
0 ; [RELEASE] Run in a window
0 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0 ; [RELEASE] Force use of reference rasterizer
0 ; [RELEASE] Vsync (0=>off, or every nth frame) v2
1545 ; [RELEASE] AutoPerformance (Automatic Performance Setting)
0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting)
0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting)
800 ; [DEBUG] Game 3D Horizontal Resolution
600 ; [DEBUG] Game 3D Vertical Resolution
1 ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1 ; [DEBUG] Enable hardware T&L if available
1 ; [DEBUG] Run in a window
0 ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0 ; [DEBUG] Force use of reference rasterizer
0 ; [DEBUG] Vsync (0=>off, or every nth frame) v2
153 ; [DEBUG] AutoPerformance (Automatic Performance Setting)
0 ; [DEBUG] TestedPerformanceLow (Tested Performance Setting)
0 ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting)
0 ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth
1 ; Increase car texture quality (1 on, 0 off)
0 ; Low track geometry (1 on, 0 off)
0 ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu
4 ; Number of mipmaps (0 => off) v2
1 ; Use compressed textures if supported
0 ; Full 32bit textures
7 ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off
1 ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2
1 ; Render targets must match the main formats v2
1 ; Enable Fogging
1 ; Enable AdvancedCarShader v2
0 ; Pre-light track (Update track lighting using CPU)
0 ; Low res geometry track (1 low res, 0 normal)
1 ; Rotate wheels via textures v2
1 ; Bump map track (requires DP3; 0 => off)
4 ; Load balance : Frames over which to sample occupancy
105 ; Load balance : Start load decrease if occupancy over this
80 ; Load balance : Start load increase if occupancy under this v2
95 ; Load balance : Speed of load decrease ( < slower > faster)
23 ; Load balance : Speed of load increase ( < slower > faster)
0 ; Enable mirrors
2 ; Angle left mirror 0(in)-16(parallel)-32(out) v2
2 ; Angle right mirror 0(in)-16(parallel)-32(out) v2
16 ; Magnify mirror (16 => normal <16 wide >16 zoom)
0 ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3
1 ; Overide show own car if mirrors set low
55 ; Cockpit zoom (0 to 100) v2
1 ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2
0 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside)
4 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16}
2 ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3
512 ; If Jitter, how many ?
40 ; For normal reflections scale LOD (0 to 100%) v3
20 ; For blured effect reflections scale LOD (0 to 100%) v3
1 ; Maximum allowed heat hazes in a single view v2
0 ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended)
1 ; Enable rain droplets on lens/visor
1 ; Enable visor when in cockpit view
1 ; Enable sky messages
1 ; Enable true type fonts
0 ; Environment map strength (0=>use game default)
0 ; Full dynamic video walls v2
30 ; Velocity m/s at which dynamic video walls are disabled (0 => no cutoff)
0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution
200000 ; Number of particle time slices per second.
0 ; TV style overlays on track cameras.
24 ; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars
4 ; Multiplayer overlays - show for N closest
1 ; Enable user-defined gamma ramp v2
100 ; Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v4
100 ; Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v4
100 ; Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v4
131 ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2
100 ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v3
100 ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v3
100 ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v3
64 ; Size in texels for shadows over each car v2
256 ; Size in texels for projected shadows under each car
256 ; Size in texels for blurred projected shadows under each car
0 ; Attempt to page the over shadows
0 ; Attempt to page the under shadows
0 ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2
2 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [MAIN VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2
50 ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
200 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2
5 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
85 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier
0 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
50 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track
1 ; [MAIN VIEW] Display track shadows
1 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
2 ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
2 ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR
2 ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR
1 ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled)
100 ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3
1 ; [MAIN VIEW] Reflect cars in wet track
1 ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3
0 ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3
40 ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [MAIN VIEW] Draw Particles
1 ; [MAIN VIEW] Draw rain (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on)
1 ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating)
11 ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw)
1 ; [MAIN VIEW] Draw crowd camera flashes
1 ; [MAIN VIEW] Draw sky
0 ; [MAIN VIEW] Draw heat haze v3
1 ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always)
1 ; [MAIN VIEW] Draw Bushes
1 ; [MAIN VIEW] Draw trackside cameras
1 ; [MAIN VIEW] Draw trackside cranes
1 ; [MAIN VIEW] Draw distant buildings
1 ; [MAIN VIEW] Draw near buildings
1 ; [MAIN VIEW] Draw horizon strips
1 ; [MAIN VIEW] Draw trackside photographers
1 ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps)
1 ; [MAIN VIEW] Draw trackside platforms
0 ; [MAIN VIEW] Draw videowalls
1 ; [MAIN VIEW] Draw Misc. trackside objects
1 ; [MAIN VIEW] Draw trackside fences
1 ; [MAIN VIEW] Draw trackside walls
1 ; [MAIN VIEW] Draw track kerbing
1 ; [MAIN VIEW] Draw bridges
1 ; [MAIN VIEW] Draw Near stands
0 ; [MAIN VIEW] Draw Far stands
1 ; [MAIN VIEW] Draw Near land
0 ; [MAIN VIEW] Draw Far land
1 ; [MAIN VIEW] Draw track marshalls
1 ; [MAIN VIEW] Draw large trackside signs
1 ; [MAIN VIEW] Draw small trackside signs
1 ; [MAIN VIEW] Draw Near trees
0 ; [MAIN VIEW] Draw Far trees
0 ; [MAIN VIEW] Draw video-wall screens
1 ; [MAIN VIEW] Draw shadows on track v2
1 ; [MAIN VIEW] Draw Required trackside buildings
50 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
100 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2
600 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3
100 ; [MAIN VIEW] Car lod : scalar
1 ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
0 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
0 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2
200 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
45 ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5 ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
170 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier
80 ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
20 ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track
0 ; [MIRROR VIEW] Display track shadows
1 ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
0 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR
0 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [MIRROR VIEW] Enable wet weather reflections
0 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off)
0 ; [MIRROR VIEW] Reflect cars in wet track
0 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2
0 ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3
0 ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [MIRROR VIEW] Draw Particles
0 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on)
0 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on)
0 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on)
0 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
0 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
0 ; [MIRROR VIEW] Draw crowd camera flashes v2
1 ; [MIRROR VIEW] Draw sky v2
0 ; [MIRROR VIEW] Draw heat haze v2
0 ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
0 ; [MIRROR VIEW] Draw Bushes v2
0 ; [MIRROR VIEW] Draw trackside cameras v2
1 ; [MIRROR VIEW] Draw trackside cranes v2
0 ; [MIRROR VIEW] Draw distant buildings v2
0 ; [MIRROR VIEW] Draw near buildings v2
1 ; [MIRROR VIEW] Draw horizon strips v2
0 ; [MIRROR VIEW] Draw trackside photographers v2
1 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [MIRROR VIEW] Draw trackside platforms v2
0 ; [MIRROR VIEW] Draw videowalls v2
0 ; [MIRROR VIEW] Draw Misc. trackside objects v2
1 ; [MIRROR VIEW] Draw trackside fences v2
1 ; [MIRROR VIEW] Draw trackside walls v2
1 ; [MIRROR VIEW] Draw track kerbing v2
0 ; [MIRROR VIEW] Draw bridges v2
1 ; [MIRROR VIEW] Draw Near stands v2
0 ; [MIRROR VIEW] Draw Far stands v2
0 ; [MIRROR VIEW] Draw Near land v2
0 ; [MIRROR VIEW] Draw Far land v2
0 ; [MIRROR VIEW] Draw track marshalls v2
0 ; [MIRROR VIEW] Draw large trackside signs v2
0 ; [MIRROR VIEW] Draw small trackside signs v2
0 ; [MIRROR VIEW] Draw Near trees v2
0 ; [MIRROR VIEW] Draw Far trees v2
0 ; [MIRROR VIEW] Draw video-wall screens v2
0 ; [MIRROR VIEW] Draw shadows on track v2
1 ; [MIRROR VIEW] Draw Required trackside buildings
15 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
50 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2
100 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2
65 ; [MIRROR VIEW] Car lod : scalar
0 ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
2 ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2
135 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
50 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5 ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
80 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier
30 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
30 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track
0 ; [VIDEOWALL VIEW] Display track shadows
0 ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
0 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR
0 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [VIDEOWALL VIEW] Enable wet weather reflections
0 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off)
0 ; [VIDEOWALL VIEW] Reflect cars in wet track
0 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2
0 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3
0 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [VIDEOWALL VIEW] Draw Particles
0 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
0 ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
0 ; [VIDEOWALL VIEW] Draw crowd camera flashes v2
1 ; [VIDEOWALL VIEW] Draw sky v2
0 ; [VIDEOWALL VIEW] Draw heat haze v2
0 ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
1 ; [VIDEOWALL VIEW] Draw Bushes v2
0 ; [VIDEOWALL VIEW] Draw trackside cameras v2
1 ; [VIDEOWALL VIEW] Draw trackside cranes v2
0 ; [VIDEOWALL VIEW] Draw distant buildings v2
1 ; [VIDEOWALL VIEW] Draw near buildings v2
1 ; [VIDEOWALL VIEW] Draw horizon strips v2
0 ; [VIDEOWALL VIEW] Draw trackside photographers v2
2 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [VIDEOWALL VIEW] Draw trackside platforms v2
1 ; [VIDEOWALL VIEW] Draw videowalls v2
1 ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2
1 ; [VIDEOWALL VIEW] Draw trackside fences v2
1 ; [VIDEOWALL VIEW] Draw trackside walls v2
1 ; [VIDEOWALL VIEW] Draw track kerbing v2
1 ; [VIDEOWALL VIEW] Draw bridges v2
1 ; [VIDEOWALL VIEW] Draw Near stands v2
0 ; [VIDEOWALL VIEW] Draw Far stands v2
1 ; [VIDEOWALL VIEW] Draw Near land v2
0 ; [VIDEOWALL VIEW] Draw Far land v2
1 ; [VIDEOWALL VIEW] Draw track marshalls v2
1 ; [VIDEOWALL VIEW] Draw large trackside signs v2
1 ; [VIDEOWALL VIEW] Draw small trackside signs v2
1 ; [VIDEOWALL VIEW] Draw Near trees v2
0 ; [VIDEOWALL VIEW] Draw Far trees v2
0 ; [VIDEOWALL VIEW] Draw video-wall screens v2
0 ; [VIDEOWALL VIEW] Draw shadows on track v2
1 ; [VIDEOWALL VIEW] Draw Required trackside buildings
25 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10
70 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3
600 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5
75 ; [VIDEOWALL VIEW] Car lod : scalar v2
0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting







i chose to disable the mirrors to have the other car sound, but u can disable the other car sound for a 10fps increase, and enable mirrors for 15 fps decrease





Re: excuse me...?
Date: August 13, 2003 05:29AM
Posted by: Borjaserrano

XP is a very heavy operating system. When i change win98 for Win2k pro, i had to spend 180

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