Topic: SFC.INI explaination  (Read 6708 times)

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radug

  • Guest
SFC.INI explaination
« on: May 16, 2004, 11:42:10 am »
 Firstly I wanted to know what these lines in the  sfc.ini file mean:

[3D]
wireframe=0
windowed=0
zbuffer=1
resmode=0
driver=1
backdrop=1
shipstacking=1
ambientlighting=0.2
luminancetextures=1
luminancedamagetextures=1
spacedust=0
Specularity=1
LevelOfDetail=100
ParticleDensity=77
Luminosity=1
DamageSkin=1
DamageSkinResolution=100
DamageLuminosity=1
BreakPieceLingerTime=58

Secondly, in the holocloak missions, when your ship changes form, it no longer zooms in correctly on the new ship form.  I know it did this in the build 500, and wanted to know if it was just a camera setting that I needed to change.  Thx,  RaduG  
 

Pestalence

  • Guest
Re: SFC.INI explaination
« Reply #1 on: May 17, 2004, 01:55:28 am »
which SFC?
 

radug

  • Guest
Re: SFC.INI explaination
« Reply #2 on: May 17, 2004, 11:54:49 am »
  SFC3.  Also, do you know what texture filed the plasma and polaron torpedoes derive from?  I changed the plasma core and plasma particle textures, but the effects are still the same, and not according to the new ones.    
« Last Edit: December 31, 1969, 06:00:00 pm by radug »

radug

  • Guest
Re: SFC.INI explaination
« Reply #3 on: May 20, 2004, 05:45:57 pm »
 PS: Is there a 3ds max plugin to convert .sod format models to SFC or even just to regular mesh?    

Pestalence

  • Guest
Re: SFC.INI explaination
« Reply #4 on: May 21, 2004, 02:02:45 am »
Yes there are 3d max pl;ug ins, but only for 3d Studio max R3, R4 or R5.. 3D Studio Max R6 and above are not supported.

Check around in the posts in the Modeling forum here at Taldren for locatios to the plug-ins.

the textures and fx for those items is in the Sprites.q3 file and are not moddable.. they are hardcoded effects.

wireframe=0

allows SFC 3 to be played in a closable window on your desktop and is to be used with Windowed Command.

windowed=0

allows SFC 3 to be played in a window if your desktop color resoplution is 16 bit and the game screen resolution is set to 1024x768 and your desktop resolution is set to 1280x1024 or higher.

zbuffer=1

Video memory buffer

resmode=3

Level of model resolution in game

driver=0

not used but needs to remail in the SFC.ini

backdrop=1

background space activator.. setting this to 0 will leave a white background instead of having space

shipstacking=1

alloows the ships in game to give the effect of going over or under other ships.. setting this to 0 will have your ship passing through other ships.. does not effect ramming, only the game model appearance and effects in game

ambientlighting=0.2

this is the game's built in gamma.. setting this higher will brighten the game in missions, lowering will make game darker.

luminancetextures=1

allows lighting effects to be turned on or off on ship model textures.

luminancedamagetextures=1

allows for damage texture lighting to be turned on or off.

spacedust=0

adds a light white hazy layer onto the game play area to give effect of space particles.. mainly distracting as it looks like white could swirls all over the game map.

Specularity=1

turns on and off the glows for models in game

LevelOfDetail=100

level of resolution to be applied to models in game

ParticleDensity=100

level of particles in game such as nebula's or astroid dust clouds

Luminosity=1

allows for abmiant lighting to reflect off ship models

DamageSkin=1

turns on or off deamage bitmaps in game

DamageSkinResolution=100

controlls level of damage details applied to models in game

DamageLuminosity=1

turns on or off ambiant lighting effects on damage textures

BreakPieceLingerTime=100

controlls how long parts of a destroyed object, such as a ship, will linger in space after being blown up

radug

  • Guest
Re: SFC.INI explaination
« Reply #5 on: May 21, 2004, 12:40:42 pm »
  But how do I fix the zooming on the holocloak missions.  Do I need to replace one of the .dll files with a previous version?    

Pestalence

  • Guest
Re: SFC.INI explaination
« Reply #6 on: May 22, 2004, 05:43:15 pm »
+ and - in game controll zooming.. you have to adjust this mission by mission... also you can change view using the F1-F5 keysTry F1-F1, then press F5 and try F1-F4.. they all give different perspective to the playing fiels.. also if you do not target a ship and press F2 and use the Home, Page Up, Page Down, and End keys, this controlls panning around ships.. Using F2 after targeting an enemy ship allows you to pan around an enemy ship + an - still does zoom.. [ and ] controlls game speed in single player if you press F5 which is camera lock, and it states Camera Lock Disabled.. all views are centered on your ship.. with camera lock on, all views are centered on your target.. if you do not have a target, views revert back to center on your ship..

F3 with Camera lock enabled is the game default.

Hope that this helps.

P.S. raising game gamma will make cloaked ships show up as a hazy against the background, but it will also distort colors and effects in game.

Anyhow, i hope that this helps.
 

radug

  • Guest
SFC.INI explaination
« Reply #7 on: May 16, 2004, 11:42:10 am »
 Firstly I wanted to know what these lines in the  sfc.ini file mean:

[3D]
wireframe=0
windowed=0
zbuffer=1
resmode=0
driver=1
backdrop=1
shipstacking=1
ambientlighting=0.2
luminancetextures=1
luminancedamagetextures=1
spacedust=0
Specularity=1
LevelOfDetail=100
ParticleDensity=77
Luminosity=1
DamageSkin=1
DamageSkinResolution=100
DamageLuminosity=1
BreakPieceLingerTime=58

Secondly, in the holocloak missions, when your ship changes form, it no longer zooms in correctly on the new ship form.  I know it did this in the build 500, and wanted to know if it was just a camera setting that I needed to change.  Thx,  RaduG  
 

Pestalence

  • Guest
Re: SFC.INI explaination
« Reply #8 on: May 17, 2004, 01:55:28 am »
which SFC?
 

radug

  • Guest
Re: SFC.INI explaination
« Reply #9 on: May 17, 2004, 11:54:49 am »
  SFC3.  Also, do you know what texture filed the plasma and polaron torpedoes derive from?  I changed the plasma core and plasma particle textures, but the effects are still the same, and not according to the new ones.    
« Last Edit: December 31, 1969, 06:00:00 pm by radug »

radug

  • Guest
Re: SFC.INI explaination
« Reply #10 on: May 20, 2004, 05:45:57 pm »
 PS: Is there a 3ds max plugin to convert .sod format models to SFC or even just to regular mesh?    

Pestalence

  • Guest
Re: SFC.INI explaination
« Reply #11 on: May 21, 2004, 02:02:45 am »
Yes there are 3d max pl;ug ins, but only for 3d Studio max R3, R4 or R5.. 3D Studio Max R6 and above are not supported.

Check around in the posts in the Modeling forum here at Taldren for locatios to the plug-ins.

the textures and fx for those items is in the Sprites.q3 file and are not moddable.. they are hardcoded effects.

wireframe=0

allows SFC 3 to be played in a closable window on your desktop and is to be used with Windowed Command.

windowed=0

allows SFC 3 to be played in a window if your desktop color resoplution is 16 bit and the game screen resolution is set to 1024x768 and your desktop resolution is set to 1280x1024 or higher.

zbuffer=1

Video memory buffer

resmode=3

Level of model resolution in game

driver=0

not used but needs to remail in the SFC.ini

backdrop=1

background space activator.. setting this to 0 will leave a white background instead of having space

shipstacking=1

alloows the ships in game to give the effect of going over or under other ships.. setting this to 0 will have your ship passing through other ships.. does not effect ramming, only the game model appearance and effects in game

ambientlighting=0.2

this is the game's built in gamma.. setting this higher will brighten the game in missions, lowering will make game darker.

luminancetextures=1

allows lighting effects to be turned on or off on ship model textures.

luminancedamagetextures=1

allows for damage texture lighting to be turned on or off.

spacedust=0

adds a light white hazy layer onto the game play area to give effect of space particles.. mainly distracting as it looks like white could swirls all over the game map.

Specularity=1

turns on and off the glows for models in game

LevelOfDetail=100

level of resolution to be applied to models in game

ParticleDensity=100

level of particles in game such as nebula's or astroid dust clouds

Luminosity=1

allows for abmiant lighting to reflect off ship models

DamageSkin=1

turns on or off deamage bitmaps in game

DamageSkinResolution=100

controlls level of damage details applied to models in game

DamageLuminosity=1

turns on or off ambiant lighting effects on damage textures

BreakPieceLingerTime=100

controlls how long parts of a destroyed object, such as a ship, will linger in space after being blown up

radug

  • Guest
Re: SFC.INI explaination
« Reply #12 on: May 21, 2004, 12:40:42 pm »
  But how do I fix the zooming on the holocloak missions.  Do I need to replace one of the .dll files with a previous version?    

Pestalence

  • Guest
Re: SFC.INI explaination
« Reply #13 on: May 22, 2004, 05:43:15 pm »
+ and - in game controll zooming.. you have to adjust this mission by mission... also you can change view using the F1-F5 keysTry F1-F1, then press F5 and try F1-F4.. they all give different perspective to the playing fiels.. also if you do not target a ship and press F2 and use the Home, Page Up, Page Down, and End keys, this controlls panning around ships.. Using F2 after targeting an enemy ship allows you to pan around an enemy ship + an - still does zoom.. [ and ] controlls game speed in single player if you press F5 which is camera lock, and it states Camera Lock Disabled.. all views are centered on your ship.. with camera lock on, all views are centered on your target.. if you do not have a target, views revert back to center on your ship..

F3 with Camera lock enabled is the game default.

Hope that this helps.

P.S. raising game gamma will make cloaked ships show up as a hazy against the background, but it will also distort colors and effects in game.

Anyhow, i hope that this helps.