The plastic config is fine, but...How can I get the texture of the kla rocket back?
It's very difficult for me to calculate the rocket trajectory with this level of detail.
Thx
in HawkenSystemSettings.ini
find [TextureSettingsHigh] block of text
[TextureSettingsHigh]
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=4,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=4,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=4,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=4,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Linear,MipFilter=Linear)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Linear,MipFilter=Linear)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=288,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=192,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
find TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
and change to
TEXTUREGROUP_Effects=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Point,MipFilter=Point,MipGenSettings=TMGS_Sharpen_0)
than higher MinLodSize / MaxLodSize values, than higher quality of effects (smoke/explosion).
TEXTUREGROUP_Effects=(MinLODSize=32,MaxLODSize=64) <--- this variant (without MinMagFilters and other commands) make explosions less pixelate, if you not delete it, you got pixelated sprites like in the doom of 1996.
Edited by nepacaka, 08 January 2017 - 07:16 AM.