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ART_cfg.h

A

Achilles

Deleted Due to Inactivity
Former MSFC Member
I have been working with LODs alot lately and wanted to optimize my ART_cfg file, I went looking for info and found a post ThunderFoot posted over at A2files. I used some of the information he posted to great effect but I was wondering if anyone had made any further progress into this area?

(I'd have pm'd ThunderFoot over on A2files but, well I'll not get into it but I was pretty shocked about it.)
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,561
Age
48
As you know I've tinkered with it what exactly are you tring to do or change
 
A

Achilles

Deleted Due to Inactivity
Former MSFC Member
well I've achieved what I was after, I was just wondering what people have done with theirs, perhaphs someone has tested all the extremes?
 

dinosaurJR

Biffy! Biffy! Biffy!
Joined
1 Jul 2009
Messages
654
Shocked about what?

Anyways, I have played around a little, but only with the debris field duration, speed, rotation etc...

Also with the missed phaser duration etc...

You know you can PM TF over here too?:thumbsup:
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,561
Age
48
I don't think anybody eles has a large enough selection of mesh LODed ships to have tried the testing you are doing man. Till last week none of us thought it was possible with milkshape.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
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18,367
Age
39
I have only played with a few settings myself. But there is a great deal the file can change.

Here is mine, nothing really fancy however:

Code:
// Set this to 1 to get all the missions.
int GIVE_ALL_MISSIONS = 1;

// CHAT
int SCROLL_INTERVAL = 14000;				// How long should each line of chat text linger (milliseconds)
int DEFAULT_CHAT_TEXT_HEIGHT = 25;			// How much space between lines?



//
//     GRAPHICS
//

// Storm3D chunk manager parameters.
int   ST3D_CHUNK_MANAGER_MAX_CHUNKS = 500;
float ST3D_CHUNK_SIZE_FACTOR = 0.5;
float ST3D_CHUNK_LIFETIME_AVG = 4.0;
float ST3D_CHUNK_LIFETIME_DEVIATION = 8.0;
float ST3D_CHUNK_MAX_ANGULAR_VELOCITY = 8.0;
float ST3D_CHUNK_MAX_VELOCITY = 120.0;

// Number of Z-sort buckets used by Storm3D renderer
int ST3D_NUM_ZSORT_BUCKETS = 16384;
int ST3D_SHOW_LIGHT_SOURCE_INFO=0;
int ST3D_PRELOAD_TEXTURES = 1;

// When should we flush buffers (degrading performance) to work around driver bugs?
// 0 = when we don't detect appropriate hardware
// 1 = always
// 2 = never
int cfgST3D_ALWAYS_FLUSH_D3D_BUFFERS = 0;

// Starfield parameters
#define STARFIELD_GEOMETRY_NAME "mbgaqu"
#define STARFIELD_ODF_NAME "stblob1.odf"


// Clipping planes
float NEAR_CLIPPING_PLANE = 20.0;			// meters from eyepoint.  Nominally 1.0
float FAR_CLIPPING_PLANE = 20000.0;			// meters from eyepoint.
float CINERACTIVE_FAR_CLIPPING_PLANE = 20000.0;	// meters from eyepoint.

// Object culling distance
float cfgOBJECT_CULLING_DISTANCE = 2800.0; // meters from eyepoint.

// Clipping planes for the cinematic camera 
float CINEMATIC_NEAR_CLIPPING_PLANE = 10.0;	// meters from eyepoint.  Nominally 1.0
float CINEMATIC_FAR_CLIPPING_PLANE = 300.0;	// meters from eyepoint.  

// Special clipping planes for special effects
float STAR_FAR_CLIP_PLANE = 80000.0;
float GRID_FAR_CLIP_PLANE = 10000.0;
float STARFIELD_GEOMETRY_SCALE = STAR_FAR_CLIP_PLANE*0.02;

// The max index of each of these star types as taken from the 
// starfield.spr file plus 1.
int cfgSTARFIELD_NUM_BSTAR = 20;
int cfgSTARFIELD_NUM_MSTAR = 20;
int cfgSTARFIELD_NUM_CSTAR = 20;

//
// Configuration 0 for a SLOW machine
//

// Configure the main and cinematic views
int DETAIL_0_cinematic_show_grid = 0;
int DETAIL_0_cinematic_show_background = 0;
int DETAIL_0_cinematic_show_stars = 0;
int DETAIL_0_cinematic_show_ordnance = 1;
int DETAIL_0_main_show_grid = 1;
int DETAIL_0_main_show_background = 0;
int DETAIL_0_main_show_stars = 1;
int DETAIL_0_main_show_ordnance = 1;

// Levels of detail based on depth
float DETAIL_0_LOD_0_DISTANCE = 300.0;
float DETAIL_0_LOD_1_DISTANCE = 100.0;
float DETAIL_0_LOD_2_DISTANCE = 50.0;
float DETAIL_0_LOD_3_DISTANCE = 25.0;

// Clipping planes
float DETAIL_0_NEAR_CLIPPING_PLANE = 5.0;			// meters from eyepoint.  Nominally 1.0
float DETAIL_0_FAR_CLIPPING_PLANE = 1000.0;			// meters from eyepoint.  

// Clipping planes for the cinematic camera 
float DETAIL_0_CINEMATIC_NEAR_CLIPPING_PLANE = 10.0;	// meters from eyepoint.  Nominally 1.0
float DETAIL_0_CINEMATIC_FAR_CLIPPING_PLANE = 300.0;	// meters from eyepoint.  

// Special clipping planes for special effects
float DETAIL_0_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_0_GRID_FAR_CLIP_PLANE = 10000.0;

// Starfield object LOD specific parameters
int	  DETAIL_0_STARFIELD_MIN_STAR_COUNT = 50;
int	  DETAIL_0_STARFIELD_MAX_STAR_COUNT = 105;
float DETAIL_0_STARFIELD_STAR_COUNT_SCALE = 0.2;

int   DETAIL_0_STARFIELD_BACKGROUND_STAR_COUNT = 100;
float DETAIL_0_STARFIELD_BACKGROUND_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_0_STARFIELD_BACKGROUND_STAR_DISTANCE_VARIATION = 10000.0;
float DETAIL_0_STARFIELD_BACKGROUND_STAR_MAX_SIZE = 75.0;
float DETAIL_0_STARFIELD_BACKGROUND_STAR_SIZE_VARIATION = 35.0;

int   DETAIL_0_STARFIELD_MEDIUM_STAR_COUNT = 3;
float DETAIL_0_STARFIELD_MEDIUM_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_0_STARFIELD_MEDIUM_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_0_STARFIELD_MEDIUM_STAR_MAX_SIZE = 400.0;
float DETAIL_0_STARFIELD_MEDIUM_STAR_SIZE_VARIATION = 60.0;

int   DETAIL_0_STARFIELD_CLOSE_STAR_COUNT =1;
float DETAIL_0_STARFIELD_CLOSE_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_0_STARFIELD_CLOSE_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_0_STARFIELD_CLOSE_STAR_MAX_SIZE = 1000.0;
float DETAIL_0_STARFIELD_CLOSE_STAR_SIZE_VARIATION = 80.0;



//
// Configuration 1 for a slightly faster machine
//

// Configure the main and cinematic views
int DETAIL_1_cinematic_show_grid = 0;
int DETAIL_1_cinematic_show_background = 1;
int DETAIL_1_cinematic_show_stars = 0;
int DETAIL_1_cinematic_show_ordnance = 1;
int DETAIL_1_main_show_grid = 1;
int DETAIL_1_main_show_background = 1;
int DETAIL_1_main_show_stars = 1;
int DETAIL_1_main_show_ordnance = 1;

// Clipping planes
float DETAIL_1_NEAR_CLIPPING_PLANE = 5.0;			// meters from eyepoint.  Nominally 1.0
float DETAIL_1_FAR_CLIPPING_PLANE = 1000.0;			// meters from eyepoint.  

// Clipping planes for the cinematic camera 
float DETAIL_1_CINEMATIC_NEAR_CLIPPING_PLANE = 10.0;	// meters from eyepoint.  Nominally 1.0
float DETAIL_1_CINEMATIC_FAR_CLIPPING_PLANE = 300.0;	// meters from eyepoint.  

// Special clipping planes for special effects
float DETAIL_1_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_1_GRID_FAR_CLIP_PLANE = 10000.0;

// Levels of detail based on depth
float DETAIL_1_LOD_0_DISTANCE = 450.0;
float DETAIL_1_LOD_1_DISTANCE = 150.0;
float DETAIL_1_LOD_2_DISTANCE = 75.0;
float DETAIL_1_LOD_3_DISTANCE = 35.0;

// Starfield object statistics 
int	  DETAIL_1_STARFIELD_MIN_STAR_COUNT = 105;
int	  DETAIL_1_STARFIELD_MAX_STAR_COUNT = 410;
float DETAIL_1_STARFIELD_STAR_COUNT_SCALE = 0.5;

int DETAIL_1_STARFIELD_BACKGROUND_STAR_COUNT = 400;
float DETAIL_1_STARFIELD_BACKGROUND_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_1_STARFIELD_BACKGROUND_STAR_DISTANCE_VARIATION = 10000.0;
float DETAIL_1_STARFIELD_BACKGROUND_STAR_MAX_SIZE = 75.0;
float DETAIL_1_STARFIELD_BACKGROUND_STAR_SIZE_VARIATION = 35.0;

int DETAIL_1_STARFIELD_MEDIUM_STAR_COUNT = 5;
float DETAIL_1_STARFIELD_MEDIUM_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_1_STARFIELD_MEDIUM_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_1_STARFIELD_MEDIUM_STAR_MAX_SIZE = 400.0;
float DETAIL_1_STARFIELD_MEDIUM_STAR_SIZE_VARIATION = 60.0;

int DETAIL_1_STARFIELD_CLOSE_STAR_COUNT =2;
float DETAIL_1_STARFIELD_CLOSE_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_1_STARFIELD_CLOSE_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_1_STARFIELD_CLOSE_STAR_MAX_SIZE = 1000.0;
float DETAIL_1_STARFIELD_CLOSE_STAR_SIZE_VARIATION = 80.0;

//
// Configuration 2 for a medium machine
//

// Configure the main and cinematic views
int DETAIL_2_cinematic_show_grid = 0;
int DETAIL_2_cinematic_show_background = 1;
int DETAIL_2_cinematic_show_stars = 0;
int DETAIL_2_cinematic_show_ordnance = 1;
int DETAIL_2_main_show_grid = 1;
int DETAIL_2_main_show_background = 1;
int DETAIL_2_main_show_stars = 1;
int DETAIL_2_main_show_ordnance = 1;

// Clipping planes
float DETAIL_2_NEAR_CLIPPING_PLANE = 5.0;			// meters from eyepoint.  Nominally 1.0
float DETAIL_2_FAR_CLIPPING_PLANE = 1000.0;			// meters from eyepoint.  

// Clipping planes for the cinematic camera 
float DETAIL_2_CINEMATIC_NEAR_CLIPPING_PLANE = 10.0;	// meters from eyepoint.  Nominally 1.0
float DETAIL_2_CINEMATIC_FAR_CLIPPING_PLANE = 300.0;	// meters from eyepoint.  

// Special clipping planes for special effects
float DETAIL_2_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_2_GRID_FAR_CLIP_PLANE = 10000.0;

// Levels of detail based on depth
float DETAIL_2_LOD_0_DISTANCE = 500.0;
float DETAIL_2_LOD_1_DISTANCE = 200.0;
float DETAIL_2_LOD_2_DISTANCE = 100.0;
float DETAIL_2_LOD_3_DISTANCE = 50.0;

// Starfield object statistics 
int	  DETAIL_2_STARFIELD_MIN_STAR_COUNT = 410;
int	  DETAIL_2_STARFIELD_MAX_STAR_COUNT = 765;
float DETAIL_2_STARFIELD_STAR_COUNT_SCALE = 1.0;

int DETAIL_2_STARFIELD_BACKGROUND_STAR_COUNT = 750;
float DETAIL_2_STARFIELD_BACKGROUND_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_2_STARFIELD_BACKGROUND_STAR_DISTANCE_VARIATION = 10000.0;
float DETAIL_2_STARFIELD_BACKGROUND_STAR_MAX_SIZE = 75.0;
float DETAIL_2_STARFIELD_BACKGROUND_STAR_SIZE_VARIATION = 35.0;

int DETAIL_2_STARFIELD_MEDIUM_STAR_COUNT = 10;
float DETAIL_2_STARFIELD_MEDIUM_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_2_STARFIELD_MEDIUM_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_2_STARFIELD_MEDIUM_STAR_MAX_SIZE = 400.0;
float DETAIL_2_STARFIELD_MEDIUM_STAR_SIZE_VARIATION = 60.0;

int DETAIL_2_STARFIELD_CLOSE_STAR_COUNT =3;
float DETAIL_2_STARFIELD_CLOSE_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_2_STARFIELD_CLOSE_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_2_STARFIELD_CLOSE_STAR_MAX_SIZE = 1000.0;
float DETAIL_2_STARFIELD_CLOSE_STAR_SIZE_VARIATION = 80.0;



//
// Configuration 3 for a fast machine
//

// Configure the main and cinematic views
int DETAIL_3_cinematic_show_grid = 0;
int DETAIL_3_cinematic_show_background = 1;
int DETAIL_3_cinematic_show_stars = 0;
int DETAIL_3_cinematic_show_ordnance = 1;
int DETAIL_3_main_show_grid = 1;
int DETAIL_3_main_show_background = 1;
int DETAIL_3_main_show_stars = 1;
int DETAIL_3_main_show_ordnance = 1;

// Clipping planes
float DETAIL_3_NEAR_CLIPPING_PLANE = 5.0;			// meters from eyepoint.  Nominally 1.0
float DETAIL_3_FAR_CLIPPING_PLANE = 1000.0;			// meters from eyepoint.  

// Clipping planes for the cinematic camera 
float DETAIL_3_CINEMATIC_NEAR_CLIPPING_PLANE = 10.0;	// meters from eyepoint.  Nominally 1.0
float DETAIL_3_CINEMATIC_FAR_CLIPPING_PLANE = 300.0;	// meters from eyepoint.  

// Special clipping planes for special effects
float DETAIL_3_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_3_GRID_FAR_CLIP_PLANE = 10000.0;

// Levels of detail based on depth
float DETAIL_3_LOD_0_DISTANCE = 600.0;
float DETAIL_3_LOD_1_DISTANCE = 240.0;
float DETAIL_3_LOD_2_DISTANCE = 120.0;
float DETAIL_3_LOD_3_DISTANCE = 60.0;

// Starfield object statistics 
int	  DETAIL_3_STARFIELD_MIN_STAR_COUNT = 410;
int	  DETAIL_3_STARFIELD_MAX_STAR_COUNT = 765;
float DETAIL_3_STARFIELD_STAR_COUNT_SCALE = 1.0;

int DETAIL_3_STARFIELD_BACKGROUND_STAR_COUNT = 750;
float DETAIL_3_STARFIELD_BACKGROUND_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_3_STARFIELD_BACKGROUND_STAR_DISTANCE_VARIATION = 10000.0;
float DETAIL_3_STARFIELD_BACKGROUND_STAR_MAX_SIZE = 75.0;
float DETAIL_3_STARFIELD_BACKGROUND_STAR_SIZE_VARIATION = 35.0;

int DETAIL_3_STARFIELD_MEDIUM_STAR_COUNT = 10;
float DETAIL_3_STARFIELD_MEDIUM_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_3_STARFIELD_MEDIUM_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_3_STARFIELD_MEDIUM_STAR_MAX_SIZE = 400.0;
float DETAIL_3_STARFIELD_MEDIUM_STAR_SIZE_VARIATION = 60.0;

int DETAIL_3_STARFIELD_CLOSE_STAR_COUNT =3;
float DETAIL_3_STARFIELD_CLOSE_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_3_STARFIELD_CLOSE_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_3_STARFIELD_CLOSE_STAR_MAX_SIZE = 1000.0;
float DETAIL_3_STARFIELD_CLOSE_STAR_SIZE_VARIATION = 80.0;



//
// Configuration 4 for a very fast machine
//

// Configure the main and cinematic views
int DETAIL_4_cinematic_show_grid = 0;
int DETAIL_4_cinematic_show_background = 1;
int DETAIL_4_cinematic_show_stars = 0;
int DETAIL_4_cinematic_show_ordnance = 1;
int DETAIL_4_main_show_grid = 1;
int DETAIL_4_main_show_background = 1;
int DETAIL_4_main_show_stars = 1;
int DETAIL_4_main_show_ordnance = 1;

// Clipping planes
float DETAIL_4_NEAR_CLIPPING_PLANE = 5.0;			// meters from eyepoint.  Nominally 1.0
float DETAIL_4_FAR_CLIPPING_PLANE = 1000.0;			// meters from eyepoint.  

// Clipping planes for the cinematic camera 
float DETAIL_4_CINEMATIC_NEAR_CLIPPING_PLANE = 10.0;	// meters from eyepoint.  Nominally 1.0
float DETAIL_4_CINEMATIC_FAR_CLIPPING_PLANE = 300.0;	// meters from eyepoint.  

// Special clipping planes for special effects
float DETAIL_4_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_4_GRID_FAR_CLIP_PLANE = 10000.0;

// Levels of detail based on depth
float DETAIL_4_LOD_0_DISTANCE = 700.0;
float DETAIL_4_LOD_1_DISTANCE = 300.0;
float DETAIL_4_LOD_2_DISTANCE = 150.0;
float DETAIL_4_LOD_3_DISTANCE = 75.0;


// Starfield object statistics 
int	  DETAIL_4_STARFIELD_MIN_STAR_COUNT = 700;
int	  DETAIL_4_STARFIELD_MAX_STAR_COUNT = 1000;
float DETAIL_4_STARFIELD_STAR_COUNT_SCALE = 1.0;

int DETAIL_4_STARFIELD_BACKGROUND_STAR_COUNT = 750;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_DISTANCE_VARIATION = 10000.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_MAX_SIZE = 75.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_SIZE_VARIATION = 35.0;

int DETAIL_4_STARFIELD_MEDIUM_STAR_COUNT = 10;
float DETAIL_4_STARFIELD_MEDIUM_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_MAX_SIZE = 400.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_SIZE_VARIATION = 60.0;

int DETAIL_4_STARFIELD_CLOSE_STAR_COUNT =3;
float DETAIL_4_STARFIELD_CLOSE_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_MAX_SIZE = 1000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_SIZE_VARIATION = 80.0;
 

Elrond

Crusher of Capitalism
Joined
24 Apr 2006
Messages
310
Yea, I like making longer the amount of time ship chunks stay around as well! It makes for the best screenshots! IMHO, A2files could probably use a lot more screenshots for the potd, although they probably have a backlog at the current time.
 
S

StarBlade

Deleted Due to Inactivity
Former MSFC Member
A2files could probably use a lot more screenshots for the potd, although they probably have a backlog at the current time.

Well over 150 at last check. :lol: Not that this should stop people from sharing....

:D
 

Elrond

Crusher of Capitalism
Joined
24 Apr 2006
Messages
310
Well over 150 at last check. :lol: Not that this should stop people from sharing....

:D

Sweet! That's something LotRFiles is suffering from - not enough screenshots. I guess it's better to have too many than too few!
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
I made my ships explode with a tiny little explosion that just breaks apart the ship into a few pieces. and they stay around for a long time.

That way, you have debris, and "wreaks" just floating around for a while after your ship is exploded.

Looks really cool after a big battle.:)
 

Elrond

Crusher of Capitalism
Joined
24 Apr 2006
Messages
310
Good aftermath screenshots too! With good backgrounds and lots of shineys, you have some A2 gold there!
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I do not believe this one is very different from the one you have already, Achilles. If you'd like to use it for AoW, please go right ahead and do so. the ZSort_Buckets value was originally from Starfox1701. He should receive the credit for this. All I did was test his idea out to see if it works.
int GIVE_ALL_MISSIONS = 1;
int SCROLL_INTERVAL = 6000; // How long should each line of chat text linger (milliseconds)
int DEFAULT_CHAT_TEXT_HEIGHT = 25; // How much space between lines?
int ST3D_CHUNK_MANAGER_MAX_CHUNKS = 500;
float ST3D_CHUNK_SIZE_FACTOR = 0.1;
float ST3D_CHUNK_LIFETIME_AVG = 4.0;
float ST3D_CHUNK_LIFETIME_DEVIATION = 1.0;
float ST3D_CHUNK_MAX_ANGULAR_VELOCITY = 0.1;
float ST3D_CHUNK_MAX_VELOCITY = 10.0;
int ST3D_NUM_ZSORT_BUCKETS = 16384000;
int ST3D_SHOW_LIGHT_SOURCE_INFO=0;
int ST3D_PRELOAD_TEXTURES = 1;
// When should we flush buffers (degrading performance) to work around driver bugs?
// 0 = when we don't detect appropriate hardware
// 1 = always
// 2 = never
int cfgST3D_ALWAYS_FLUSH_D3D_BUFFERS = 1;

// Starfield parameters
#define STARFIELD_GEOMETRY_NAME "mbgdark"
#define STARFIELD_ODF_NAME "stspiral4.odf"
// Clipping planes
float NEAR_CLIPPING_PLANE = 10.0; // meters from eyepoint. Nominally 1.0
float FAR_CLIPPING_PLANE = 40000.0; // meters from eyepoint.
float CINERACTIVE_FAR_CLIPPING_PLANE = 40000.0; // meters from eyepoint.
// Object culling distance
float cfgOBJECT_CULLING_DISTANCE = 5600.0; // meters from eyepoint.
// Clipping planes for the cinematic camera
float CINEMATIC_NEAR_CLIPPING_PLANE = 5.0; // meters from eyepoint. Nominally 1.0
float CINEMATIC_FAR_CLIPPING_PLANE = 600.0; // meters from eyepoint.
// Special clipping planes for special effects
float STAR_FAR_CLIP_PLANE = 80000.0;
float GRID_FAR_CLIP_PLANE = 10000.0;
float STARFIELD_GEOMETRY_SCALE = STAR_FAR_CLIP_PLANE*0.02;
// The max index of each of these star types as taken from the
// starfield.spr file plus 1.
int cfgSTARFIELD_NUM_BSTAR = 20;
int cfgSTARFIELD_NUM_MSTAR = 20;
int cfgSTARFIELD_NUM_CSTAR = 20;
//
// Configuration 4 for a very fast machine
//
// Configure the main and cinematic views
int DETAIL_4_cinematic_show_grid = 0;
int DETAIL_4_cinematic_show_background = 1;
int DETAIL_4_cinematic_show_stars = 1;
int DETAIL_4_cinematic_show_ordnance = 1;
int DETAIL_4_main_show_grid = 1;
int DETAIL_4_main_show_background = 1;
int DETAIL_4_main_show_stars = 1;
int DETAIL_4_main_show_ordnance = 1;
// Clipping planes
float DETAIL_4_NEAR_CLIPPING_PLANE = 2.5; // meters from eyepoint. Nominally 1.0
float DETAIL_4_FAR_CLIPPING_PLANE = 2000.0; // meters from eyepoint.
// Clipping planes for the cinematic camera
float DETAIL_4_CINEMATIC_NEAR_CLIPPING_PLANE = 2.5; // meters from eyepoint. Nominally 1.0
float DETAIL_4_CINEMATIC_FAR_CLIPPING_PLANE = 600.0; // meters from eyepoint.
// Special clipping planes for special effects
float DETAIL_4_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_4_GRID_FAR_CLIP_PLANE = 10000.0;
// Levels of detail based on depth
float DETAIL_4_LOD_0_DISTANCE = 1400.0;
float DETAIL_4_LOD_1_DISTANCE = 600.0;
float DETAIL_4_LOD_2_DISTANCE = 300.0;
float DETAIL_4_LOD_3_DISTANCE = 150.0;
// Starfield object statistics
int DETAIL_4_STARFIELD_MIN_STAR_COUNT = 700;
int DETAIL_4_STARFIELD_MAX_STAR_COUNT = 1000;
float DETAIL_4_STARFIELD_STAR_COUNT_SCALE = 1.0;
int DETAIL_4_STARFIELD_BACKGROUND_STAR_COUNT = 750;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_MAX_DISTANCE = 40000.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_DISTANCE_VARIATION = 10000.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_MAX_SIZE = 75.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_SIZE_VARIATION = 35.0;
int DETAIL_4_STARFIELD_MEDIUM_STAR_COUNT = 10;
float DETAIL_4_STARFIELD_MEDIUM_STAR_MAX_DISTANCE = 40000.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_MAX_SIZE = 400.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_SIZE_VARIATION = 60.0;
int DETAIL_4_STARFIELD_CLOSE_STAR_COUNT =3;
float DETAIL_4_STARFIELD_CLOSE_STAR_MAX_DISTANCE = 40000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_MAX_SIZE = 1000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_SIZE_VARIATION = 80.0;
 
A

Achilles

Deleted Due to Inactivity
Former MSFC Member
I don't think anybody eles has a large enough selection of mesh LODed ships to have tried the testing you are doing man. Till last week none of us thought it was possible with milkshape.

Well I'm adding 4 Lods to each combat ship and turret mesh used in AOW, takes about 20 minutes a ship. Also texture lods to every effect and space object... This is why I'm paying more attention to the ART_cfg now.

Yea, I like making longer the amount of time ship chunks stay around as well! It makes for the best screenshots! IMHO, A2files could probably use a lot more screenshots for the potd, although they probably have a backlog at the current time.

I made my ships explode with a tiny little explosion that just breaks apart the ship into a few pieces. and they stay around for a long time.

That way, you have debris, and "wreaks" just floating around for a while after your ship is exploded.

Looks really cool after a big battle.:)

Yup, mine split into about 4-6 chunks, sometimes it leaves odd shapes but sometimes it'll fire off a warbird's head or a sov's nacelle... very cool. I used to have them stick around for 45 seconds but I reduced that now because I'm trying to eliminate lag.

I do not believe this one is very different from the one you have already, Achilles. If you'd like to use it for AoW, please go right ahead and do so. the ZSort_Buckets value was originally from Starfox1701. He should receive the credit for this. All I did was test his idea out to see if it works.
int GIVE_ALL_MISSIONS = 1;
int SCROLL_INTERVAL = 6000; // How long should each line of chat text linger (milliseconds)
int DEFAULT_CHAT_TEXT_HEIGHT = 25; // How much space between lines?
int ST3D_CHUNK_MANAGER_MAX_CHUNKS = 500;
float ST3D_CHUNK_SIZE_FACTOR = 0.1;
float ST3D_CHUNK_LIFETIME_AVG = 4.0;
float ST3D_CHUNK_LIFETIME_DEVIATION = 1.0;
float ST3D_CHUNK_MAX_ANGULAR_VELOCITY = 0.1;
float ST3D_CHUNK_MAX_VELOCITY = 10.0;
int ST3D_NUM_ZSORT_BUCKETS = 16384000;
int ST3D_SHOW_LIGHT_SOURCE_INFO=0;
int ST3D_PRELOAD_TEXTURES = 1;
// When should we flush buffers (degrading performance) to work around driver bugs?
// 0 = when we don't detect appropriate hardware
// 1 = always
// 2 = never
int cfgST3D_ALWAYS_FLUSH_D3D_BUFFERS = 1;

// Starfield parameters
#define STARFIELD_GEOMETRY_NAME "mbgdark"
#define STARFIELD_ODF_NAME "stspiral4.odf"
// Clipping planes
float NEAR_CLIPPING_PLANE = 10.0; // meters from eyepoint. Nominally 1.0
float FAR_CLIPPING_PLANE = 40000.0; // meters from eyepoint.
float CINERACTIVE_FAR_CLIPPING_PLANE = 40000.0; // meters from eyepoint.
// Object culling distance
float cfgOBJECT_CULLING_DISTANCE = 5600.0; // meters from eyepoint.
// Clipping planes for the cinematic camera
float CINEMATIC_NEAR_CLIPPING_PLANE = 5.0; // meters from eyepoint. Nominally 1.0
float CINEMATIC_FAR_CLIPPING_PLANE = 600.0; // meters from eyepoint.
// Special clipping planes for special effects
float STAR_FAR_CLIP_PLANE = 80000.0;
float GRID_FAR_CLIP_PLANE = 10000.0;
float STARFIELD_GEOMETRY_SCALE = STAR_FAR_CLIP_PLANE*0.02;
// The max index of each of these star types as taken from the
// starfield.spr file plus 1.
int cfgSTARFIELD_NUM_BSTAR = 20;
int cfgSTARFIELD_NUM_MSTAR = 20;
int cfgSTARFIELD_NUM_CSTAR = 20;
//
// Configuration 4 for a very fast machine
//
// Configure the main and cinematic views
int DETAIL_4_cinematic_show_grid = 0;
int DETAIL_4_cinematic_show_background = 1;
int DETAIL_4_cinematic_show_stars = 1;
int DETAIL_4_cinematic_show_ordnance = 1;
int DETAIL_4_main_show_grid = 1;
int DETAIL_4_main_show_background = 1;
int DETAIL_4_main_show_stars = 1;
int DETAIL_4_main_show_ordnance = 1;
// Clipping planes
float DETAIL_4_NEAR_CLIPPING_PLANE = 2.5; // meters from eyepoint. Nominally 1.0
float DETAIL_4_FAR_CLIPPING_PLANE = 2000.0; // meters from eyepoint.
// Clipping planes for the cinematic camera
float DETAIL_4_CINEMATIC_NEAR_CLIPPING_PLANE = 2.5; // meters from eyepoint. Nominally 1.0
float DETAIL_4_CINEMATIC_FAR_CLIPPING_PLANE = 600.0; // meters from eyepoint.
// Special clipping planes for special effects
float DETAIL_4_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_4_GRID_FAR_CLIP_PLANE = 10000.0;
// Levels of detail based on depth
float DETAIL_4_LOD_0_DISTANCE = 1400.0;
float DETAIL_4_LOD_1_DISTANCE = 600.0;
float DETAIL_4_LOD_2_DISTANCE = 300.0;
float DETAIL_4_LOD_3_DISTANCE = 150.0;
// Starfield object statistics
int DETAIL_4_STARFIELD_MIN_STAR_COUNT = 700;
int DETAIL_4_STARFIELD_MAX_STAR_COUNT = 1000;
float DETAIL_4_STARFIELD_STAR_COUNT_SCALE = 1.0;
int DETAIL_4_STARFIELD_BACKGROUND_STAR_COUNT = 750;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_MAX_DISTANCE = 40000.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_DISTANCE_VARIATION = 10000.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_MAX_SIZE = 75.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_SIZE_VARIATION = 35.0;
int DETAIL_4_STARFIELD_MEDIUM_STAR_COUNT = 10;
float DETAIL_4_STARFIELD_MEDIUM_STAR_MAX_DISTANCE = 40000.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_MAX_SIZE = 400.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_SIZE_VARIATION = 60.0;
int DETAIL_4_STARFIELD_CLOSE_STAR_COUNT =3;
float DETAIL_4_STARFIELD_CLOSE_STAR_MAX_DISTANCE = 40000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_MAX_SIZE = 1000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_SIZE_VARIATION = 80.0;

Well, as I did with your physics work, I use it as a base and work from there.


// Set this to 1 to get all the missions.
int GIVE_ALL_MISSIONS = 0;

// CHAT
int SCROLL_INTERVAL = 14000; // How long should each line of chat text linger (milliseconds)
int DEFAULT_CHAT_TEXT_HEIGHT = 25; // How much space between lines?



//
// GRAPHICS
//

// Storm3D chunk manager parameters.
int ST3D_CHUNK_MANAGER_MAX_CHUNKS = 200;
float ST3D_CHUNK_SIZE_FACTOR = 0.8;
float ST3D_CHUNK_LIFETIME_AVG = 20.0;
float ST3D_CHUNK_LIFETIME_DEVIATION = 4.0;
float ST3D_CHUNK_MAX_ANGULAR_VELOCITY = 4.0;
float ST3D_CHUNK_MAX_VELOCITY = 80.0;

// Number of Z-sort buckets used by Storm3D renderer
int ST3D_NUM_ZSORT_BUCKETS = 999999;
int ST3D_SHOW_LIGHT_SOURCE_INFO=0;
int ST3D_PRELOAD_TEXTURES = 1;

// When should we flush buffers (degrading performance) to work around driver bugs?
// 0 = when we don't detect appropriate hardware
// 1 = always
// 2 = never
int cfgST3D_ALWAYS_FLUSH_D3D_BUFFERS = 0;

// Starfield parameters
#define STARFIELD_GEOMETRY_NAME "mbgaqu"
#define STARFIELD_ODF_NAME "stblob1.odf"


// Clipping planes
float NEAR_CLIPPING_PLANE = 20.0; // meters from eyepoint. Nominally 1.0
float FAR_CLIPPING_PLANE = 40000.0; // meters from eyepoint.
float CINERACTIVE_FAR_CLIPPING_PLANE = 30000.0; // meters from eyepoint.

// Object culling distance
float cfgOBJECT_CULLING_DISTANCE = 5000.0; // meters from eyepoint.

// Clipping planes for the cinematic camera
float CINEMATIC_NEAR_CLIPPING_PLANE = 10.0; // meters from eyepoint. Nominally 1.0
float CINEMATIC_FAR_CLIPPING_PLANE = 500.0; // meters from eyepoint.

// Special clipping planes for special effects
float STAR_FAR_CLIP_PLANE = 80000.0;
float GRID_FAR_CLIP_PLANE = 30000.0;
float STARFIELD_GEOMETRY_SCALE = STAR_FAR_CLIP_PLANE*0.02;

// The max index of each of these star types as taken from the
// starfield.spr file plus 1.
int cfgSTARFIELD_NUM_BSTAR = 20;
int cfgSTARFIELD_NUM_MSTAR = 20;
int cfgSTARFIELD_NUM_CSTAR = 20;


//
// Configuration 4 for a very fast machine
//

// Configure the main and cinematic views
int DETAIL_4_cinematic_show_grid = 0;
int DETAIL_4_cinematic_show_background = 1;
int DETAIL_4_cinematic_show_stars = 0;
int DETAIL_4_cinematic_show_ordnance = 1;
int DETAIL_4_main_show_grid = 1;
int DETAIL_4_main_show_background = 1;
int DETAIL_4_main_show_stars = 1;
int DETAIL_4_main_show_ordnance = 1;

// Clipping planes
float DETAIL_4_NEAR_CLIPPING_PLANE = 5.0; // meters from eyepoint. Nominally 1.0
float DETAIL_4_FAR_CLIPPING_PLANE = 3000.0; // meters from eyepoint.

// Clipping planes for the cinematic camera
float DETAIL_4_CINEMATIC_NEAR_CLIPPING_PLANE = 10.0; // meters from eyepoint. Nominally 1.0
float DETAIL_4_CINEMATIC_FAR_CLIPPING_PLANE = 300.0; // meters from eyepoint.

// Special clipping planes for special effects
float DETAIL_4_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_4_GRID_FAR_CLIP_PLANE = 30000.0;

// Levels of detail based on depth
float DETAIL_4_LOD_0_DISTANCE = 1100.0;
float DETAIL_4_LOD_1_DISTANCE = 700.0;
float DETAIL_4_LOD_2_DISTANCE = 400.0;
float DETAIL_4_LOD_3_DISTANCE = 150.0;


// Starfield object statistics
int DETAIL_4_STARFIELD_MIN_STAR_COUNT = 700;
int DETAIL_4_STARFIELD_MAX_STAR_COUNT = 1000;
float DETAIL_4_STARFIELD_STAR_COUNT_SCALE = 1.0;

int DETAIL_4_STARFIELD_BACKGROUND_STAR_COUNT = 750;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_DISTANCE_VARIATION = 10000.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_MAX_SIZE = 75.0;
float DETAIL_4_STARFIELD_BACKGROUND_STAR_SIZE_VARIATION = 35.0;

int DETAIL_4_STARFIELD_MEDIUM_STAR_COUNT = 10;
float DETAIL_4_STARFIELD_MEDIUM_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_MAX_SIZE = 400.0;
float DETAIL_4_STARFIELD_MEDIUM_STAR_SIZE_VARIATION = 60.0;

int DETAIL_4_STARFIELD_CLOSE_STAR_COUNT =3;
float DETAIL_4_STARFIELD_CLOSE_STAR_MAX_DISTANCE = 20000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_DISTANCE_VARIATION = 6000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_MAX_SIZE = 1000.0;
float DETAIL_4_STARFIELD_CLOSE_STAR_SIZE_VARIATION = 80.0;


works well for me, bear in mind with the zoom extents that everything in my mod has been scaled down to enable larger maps and more accurate borg scaling.

oh, how do we do spoilers around here?
 
Last edited by a moderator:

Majestic

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oh, how do we do spoilers around here?

Either by doing:

[noparse]
Content
[/noparse]

Which then looks like:

Content

Or

By using this button: "
bbspoiler.gif
" in the post edit window.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
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You're welcome. :)
 
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