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Старый 26.02.2011, 13:00   #616
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Аватар для Spanch_BOB
 
Регистрация: 31.01.2009
Адрес: Heaven
Сообщений: 149
Репутация: 23 [+/-]
mityai, файлы прикреплять нельзя, поэтому просто замени весь текст документа
Скрытый текст:
[url]
Protocol=unreal
Name=Player
Map=Entry
LocalMap=Entry
TransitionMap=Entry
MapExt=changeme
EXEName=unreal.exe
DebugEXEName=DEBUG-unreal.exe
SaveExt=usa
Port=7777
GameName=Default Game Name
GameNameShort=DGN

[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
ConsoleClassName=Engine.Console
GameViewportClientClassName=Engine.GameViewportCli ent
LocalPlayerClassName=Engine.LocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
StorageDeviceManagerClassName=Engine.StorageDevice Manager
; The language used by the engine
Language=INT
bAllowMatureLanguage=FALSE
GameEngine=Engine.GameEngine
EditorEngine=UnrealEd.EditorEngine
UnrealEdEngine=UnrealEd.UnrealEdEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=EngineFonts.TinyFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.SmallFont
LargeFontName=EngineFonts.SmallFont
SubtitleFontName=EngineFonts.SmallFont
WireframeMaterialName=EngineDebugMaterials.Wirefra meMaterial
DefaultMaterialName=EngineMaterials.DefaultMateria l
DefaultDecalMaterialName=EngineMaterials.DefaultDe calMaterial
DefaultTextureName=EngineMaterials.DefaultDiffuse
EmissiveTexturedMaterialName=EngineMaterials.Emiss iveTexturedMaterial
GeomMaterialName=EngineDebugMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVo lumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.Blinkin gCaret
SceneCaptureReflectActorMaterialName=EngineMateria ls*****eenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials. CubeMaterial
ScreenDoorNoiseTextureName=EngineMaterials*****een DoorNoiseTexture
RandomAngleTextureName=EngineMaterials.RandomAngle s
RandomNormalTextureName=EngineMaterials.RandomNorm al2
RandomMirrorDiscTextureName=EngineMaterials.Random MirrorDisc
WeightMapPlaceholderTextureName=EngineMaterials.We ightMapPlaceholderTexture
LightMapDensityTextureName=EngineMaterials.Default WhiteGrid
LightMapDensityNormalName=EngineMaterials.DefaultN ormal
LevelColorationLitMaterialName=EngineDebugMaterial s.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=EngineDebugMateri als.LevelColorationUnlitMaterial
LightingTexelDensityName=EngineDebugMaterials.MAT_ LevelColorationLitLightmapUVs
ShadedLevelColorationUnlitMaterialName=EngineDebug Materials.ShadedLevelColorationUnlitMaterial
ShadedLevelColorationLitMaterialName=EngineDebugMa terials.ShadedLevelColorationLitMaterial
RemoveSurfaceMaterialName=EngineMaterials.RemoveSu rfaceMaterial
VertexColorMaterialName=EngineDebugMaterials.Verte xColorMaterial
VertexColorViewModeMaterialName_ColorOnly=EngineDe bugMaterials.VertexColorViewMode_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=Engin eDebugMaterials.VertexColorViewMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=EngineDebu gMaterials.VertexColorViewMode_RedOnly
VertexColorViewModeMaterialName_GreenOnly=EngineDe bugMaterials.VertexColorViewMode_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=EngineDeb ugMaterials.VertexColorViewMode_BlueOnly
HeatmapMaterialName=EngineDebugMaterials.HeatmapMa terial
BoneWeightMaterialName=EngineDebugMaterials.BoneWe ightMaterial
TangentColorMaterialName=EngineDebugMaterials.Tang entColorMaterial
EditorBrushMaterialName=EngineMaterials.EditorBrus hMaterial
DefaultPhysMaterialName=EngineMaterials.DefaultPhy sicalMaterial
TextureStreamingBoundsMaterialName=EditorMaterials .Utilities.TextureStreamingBounds_MATInst
TerrainErrorMaterialName=EngineDebugMaterials.Mate rialError_Mat
ProcBuildingSimpleMaterialName=EngineBuildings.Pro cBuildingSimpleMaterial
BuildingQuadStaticMeshName=EngineBuildings.Buildin gQuadMesh

; Roughly how many texels per world unit when generating a building LOD color texture
ProcBuildingLODColorTexelsPerWorldUnit=0.075

; Roughly how many texels per world unit when generating a building LOD lighting texture
ProcBuildingLODLightingTexelsPerWorldUnit=0.015

; Maximum size of a building LOD color texture
; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ProcBuilding_Face!
MaxProcBuildingLODColorTextureSize=1024

; Maximum size of a building LOD lighting texture
; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ProcBuilding_LightMap!
MaxProcBuildingLODLightingTextureSize=256

; Whether to crop building LOD textures to rectangular textures to reduce wasted memory
UseProcBuildingLODTextureCropping=True

; Whether to force use of power-of-two LOD textures (uses more memory, but may have better performance)
; NOTE: Currently enabled until non-pow2 textures are supported on core platforms
ForcePowerOfTwoProcBuildingLODTextures=True


; True if we should combine light/shadow maps together if they're very similar to one another
bCombineSimilarMappings=True

; Maximum root mean square deviation of the image difference allowed for mappings to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled.
MaxRMSDForCombiningMappings=10.0


TerrainMaterialMaxTextureCount=16
TerrainTessellationCheckCount=6
TerrainTessellationCheckBorder=2.0
TerrainTessellationCheckDistance=4096.0
BeginUPTryCount=200000
bStaticDecalsEnabled=True
bDynamicDecalsEnabled=True
bForceStaticTerrain=False
LightingOnlyBrightness=(R=0.5,G=0.5,B=0.5,A=1.0)
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0 )
ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1. 0)
ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0 )
ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
MaxPixelShaderAdditiveComplexityCount=900
TimeBetweenPurgingPendingKillObjects=60
bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bSubtitlesEnabled=True
bSubtitlesForcedOff=FALSE
ScoutClassName="Engine.Scout"
DefaultPostProcessName=EngineMaterials.DefaultScen ePostProcess
DefaultUIScenePostProcessName=EngineMaterials.Defa ultUIPostProcess
ThumbnailSkeletalMeshPostProcessName=EngineMateria ls.DefaultThumbnailPostProcess
ThumbnailParticleSystemPostProcessName=EngineMater ials.DefaultThumbnailPostProcess
ThumbnailMaterialPostProcessName=EngineMaterials.D efaultThumbnailPostProcess
DefaultSoundName=EngineSounds.WhiteNoise
bOnScreenKismetWarnings=TRUE
bEnableKismetLogging=FALSE
; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMaterials to the StartupPackages for console platforms
bAllowDebugViewmodesOnConsoles=FALSE
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime = 8.0
PercentUnoccludedRequeries = 0.125
MaxOcclusionPixelsFraction = 0.001
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=55.0
MinLightMapDensity=0.0
IdealLightMapDensity=1.0
MaxLightMapDensity=3.0
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0
bRenderLightMapDensityGrayscale=true
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B= 0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A= 1.0)
bDisablePhysXHardwareSupport=True
DemoRecordingDevice=Engine.DemoRecDriver
bPauseOnLossOfFocus=FALSE
MaxFluidNumVerts=1048576
FluidSimulationTimeLimit=30.0
MaxParticleResize=0
MaxParticleResizeWarn=0
bCheckParticleRenderSize=True
MaxParticleVertexMemory=131972
NetClientTicksPerSecond=200
MaxTrackedOcclusionIncrement=0.10
TrackedOcclusionStepSize=0.10
MipFadeInSpeed0=0.3
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
StatColorMappings=(StatName="AverageFPS",ColorMap= ((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),( In=45.0,Out=(G=255))))
StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out =(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=( R=255)),(In=10.0,Out=(R=255))))
;
; JS Bullet Storm Begin -->
;
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