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Re: How do I enable wet surfaces? Wet surfaces is enabled and I'm using the Better Lighting and FPS / DoF and in the user.ltx its enabled, but in game - I see the regular crappy raindrops. My video card has higher shader model support than 3 (definitely 4 or higher, checked my card out online after reading through the manual that you need at least level 3 shader support to see wet surfaces) |
Re: How do I enable wet surfaces? ON the back of the box it says * - for the DirectX® 10 effects Windows Vista and DirectX® 10 compatible video card are required it doesn't say a pixel shader 1.1 ......old dx8 cards have it ? WTF? is going on BUG? or its micosoft telling us stay out ?:moon:bill gates |
Re: How do I enable wet surfaces? I wish abadonator and atrocious was here.... They always have the magic fix... |
Re: How do I enable wet surfaces? i got this user LTX file that runs dx10 and i copyed it ....and tryed it in my folder and i was able to unlock the extreme mode with highest settings and no pixel shader 1.1 problem :beer: _preset Extreme ai_use_torch_dynamic_lights on bemsg 1 unbindall bind left kLEFT bind right kRIGHT bind up kUP bind down kDOWN bind jump kSPACE bind crouch kLCONTROL bind accel kLSHIFT bind sprint_toggle kX bind forward kW bind back kS bind lstrafe kA bind rstrafe kD bind llookout kQ bind rlookout kE bind cam_1 kF1 bind cam_2 kF2 bind cam_3 kF3 bind cam_zoom_in kADD bind cam_zoom_out kSUBTRACT bind torch kL bind night_vision kN bind show_detector kO bind wpn_1 k1 bind wpn_2 k2 bind wpn_3 k3 bind wpn_4 k4 bind wpn_5 k5 bind wpn_6 k6 bind artefact k7 bind wpn_next kY bind wpn_fire mouse1 bind wpn_zoom mouse2 bind wpn_reload kR bind wpn_func kV bind wpn_firemode_prev k9 bind wpn_firemode_next k0 bind pause kPAUSE bind drop kG bind use kF bind scores kTAB bind chat kCOMMA bind chat_team kPERIOD bind screenshot kF12 bind quit kESCAPE bind console kGRAVE bind inventory kI bind buy_menu kB bind skin_menu kO bind team_menu kU bind active_jobs kP bind map kM bind contacts kH bind vote_begin kF5 bind vote kF6 bind vote_yes kF7 bind vote_no kF8 bind speech_menu_0 kC bind speech_menu_1 kZ bind use_bandage kRBRACKET bind use_medkit kLBRACKET bind quick_save kF5 bind quick_load kF9 bind alife_command kK cam_inert 0. cam_slide_inert 0.25 cl_cod_pickup_mode 1 cl_dynamiccrosshair on con_sensitive 0.15 g_always_run on g_autopickup off g_backrun on g_corpsenum 100 g_dynamic_music on g_eventdelay 0 g_game_difficulty gd_master hud_crosshair on hud_crosshair_dist off hud_info on hud_weapon on load_last_save jb mm_mm_net_srv_dedicated off mm_net_con_publicserver off mm_net_con_spectator 20 mm_net_con_spectator_on off mm_net_filter_battleye on mm_net_filter_empty on mm_net_filter_full on mm_net_filter_listen on mm_net_filter_pass on mm_net_filter_wo_ff on mm_net_filter_wo_pass on mm_net_srv_gamemode st_deathmatch mm_net_srv_maxplayers 32 mm_net_srv_name JBECKMAN mm_net_srv_reinforcement_type 1 mm_net_use_battleye off mm_net_weather_rateofchange 1. mouse_invert off mouse_sens 0.15 net_cl_icurvesize 0 net_cl_icurvetype 0 net_cl_interpolation 0. net_cl_log_data off net_compressor_enabled 0 net_compressor_gather_stats 0 net_dbg_dump_export_obj 0 net_dbg_dump_import_obj 0 net_dbg_dump_update_read 0 net_dbg_dump_update_write 0 net_dedicated_sleep 5 net_sv_gpmode 0 net_sv_log_data off net_sv_pending_lim 3 net_sv_update_rate 30 ph_frequency 100.00000 ph_iterations 18 r1_dlights on r1_dlights_clip 150. r1_fog_luminance 1.1 r1_glows_per_frame 32 r1_lmodel_lerp 0.1 r1_no_detail_textures off r1_pps_u 0. r1_pps_v 0. r1_ssa_lod_a 96. r1_ssa_lod_b 64. r1_tf_mipbias -0.5 r2_aa off r2_aa_break 0.000000,1.000000,0.000000 r2_aa_kernel 0.3 r2_aa_weight 0.250000,0.250000,0.000000 r2_allow_r1_lights off r2_detail_bump on r2_dof -1.250000,1.400000,600.000000 r2_dof_enable on r2_dof_kernel 5. r2_dof_sky 30. r2_exp_donttest_shad off r2_gi off r2_gi_clip 0.001 r2_gi_depth 1 r2_gi_photons 16 r2_gi_refl 0.9 r2_gloss_factor 5. r2_ls_bloom_fast off r2_ls_bloom_kernel_b 0.7 r2_ls_bloom_kernel_g 3. r2_ls_bloom_kernel_scale 0.8 r2_ls_bloom_speed 100. r2_ls_bloom_threshold 0.2 r2_ls_depth_bias -0.0003 r2_ls_depth_scale 1.00001 r2_ls_dsm_kernel 0.7 r2_ls_psm_kernel 0.7 r2_ls_squality 1. r2_ls_ssm_kernel 0.7 r2_mblur 0. r2_parallax_h 0.02 r2_slight_fade 2. r2_soft_particles on r2_soft_water on r2_ssa_lod_a 96. r2_ssa_lod_b 64. r2_ssao st_opt_high r2_ssao_blur on r2_steep_parallax on r2_sun on r2_sun_depth_far_bias -0.00002 r2_sun_depth_far_scale 1. r2_sun_depth_near_bias 0.00001 r2_sun_depth_near_scale 1. r2_sun_details on r2_sun_far 100. r2_sun_focus on r2_sun_lumscale 1. r2_sun_lumscale_amb 1. r2_sun_lumscale_hemi 1. r2_sun_near 16. r2_sun_near_border 0.75 r2_sun_quality st_opt_high r2_sun_shafts st_opt_high r2_sun_tsm on r2_sun_tsm_bias -0.01 r2_sun_tsm_proj 0.3 r2_tf_mipbias -0.5 r2_tonemap on r2_tonemap_adaptation 1. r2_tonemap_amount 0.7 r2_tonemap_lowlum 0.0001 r2_tonemap_middlegray 1. r2_volumetric_lights on r2_wait_sleep 0 r2_zfill off r2_zfill_depth 0.5 r2em 2.2 r3_dynamic_wet_surfaces on r3_dynamic_wet_surfaces_far 30. r3_dynamic_wet_surfaces_near 10. r3_dynamic_wet_surfaces_sm_res 256 r3_gbuffer_opt off r3_msaa on r3_volumetric_smoke on r__detail_density 0.2 r__dtex_range 175. r__geometry_lod 1.2 r__supersample 8 r__tf_aniso 16 r__wallmark_ttl 300. renderer renderer_r3 rs_c_brightness 1. rs_c_contrast 1. rs_c_gamma 1. rs_cam_pos off rs_fullscreen on rs_refresh_60hz off rs_skeleton_update 32 rs_stats off rs_v_sync off rs_vis_distance 1.5 snd_acceleration on snd_cache_size 32 snd_device ASUS Xonar D2X Audio Device snd_efx on snd_targets 32 snd_volume_eff 1. snd_volume_music 1. sv_activated_return 0 sv_anomalies_enabled 1 sv_anomalies_length 3 sv_artefact_respawn_delta 30 sv_artefact_returning_time 45 sv_artefact_spawn_force 0 sv_artefact_stay_time 3 sv_artefacts_count 10 sv_auto_team_balance 0 sv_auto_team_swap 1 sv_bearercantsprint 1 sv_client_reconnect_time 60 sv_console_update_rate 1 sv_dedicated_server_update_rate 100 sv_dmgblockindicator 1 sv_dmgblocktime 0 sv_dump_online_statistics_period 0 sv_forcerespawn 0 sv_fraglimit 10 sv_friendly_indicators 0 sv_friendly_names 0 sv_friendlyfire 1. sv_hail_to_winner_time 7 sv_invincible_time 5 sv_max_ping_limit 2000 sv_pda_hunt 1 sv_reinforcement_time 0 sv_remove_corpse 1 sv_remove_weapon 1 sv_returnplayers 1 sv_rpoint_freeze_time 0 sv_shieldedbases 1 sv_show_player_scores_time 3 sv_spectr_firsteye 1 sv_spectr_freefly 0 sv_spectr_freelook 1 sv_spectr_lookat 1 sv_spectr_teamcamera 1 sv_statistic_collect 1 sv_teamkill_limit 3 sv_teamkill_punish 1 sv_timelimit 0 sv_vote_enabled 255 sv_vote_participants 0 sv_vote_quota 0.51 sv_vote_time 1. sv_warm_up 0 texture_lod 0 vid_mode 1680x1050 wpn_aim_toggle 0 |
Re: How do I enable wet surfaces? crap that dont work ether pixel shader 1.1 still at error hummmmm? ill try it different one high setting with lower res ...anyway back to work:beer: sorry guys that one dx10 user LTX file has static lighting before i enabled enhanced lighting and restarted game to reset the settings and got the same pixel error ? but static lighting works maximum every thing high |
Re: How do I enable wet surfaces? don't you guys just get it that game checks your windows while start, and if you have tried tweaking user.ltx to use dx10, it just puts it to static lightning. i've got dx10 compatible card too but win xp sucks the thing. peace |
Re: How do I enable wet surfaces? I'd like to point out that forcing Wet Surfaces under Dx9 doesn't work. I've tried it myself while attempting to maximize performance. It keeps the same old rain splatter. |
Re: How do I enable wet surfaces? You guys do realize that you actually need to have directX 10 installed to use directX 10 functions? As far as I knew directX 10 = vista only. |
Re: How do I enable wet surfaces? Quote:
I have DX9 and I'm using DX10 shaders/textures etc. on Crysis... all enabled by changing values in a config file..... I got a few hundred screenies :) Every once in a while I go through and save/move the coolest ones |
Re: How do I enable wet surfaces? Quote:
Crysis is a whole different boat. Everything they said was DX10 only in Crysis is doable in DX9. Dynamic wet surfaces and Volumetric smoke are DX10 only. If these things were present in Crysis they wouldn't be doable in in DX9 like the other settings were. it all has to do with how the game engine renders teh content and for the X-ray engine to use those features it needs to use the DX10 architecture, which is something that just is not present on a system that isn't running Vista with DX10 installed. If i am wrong, please correct me. This is how I understand it to work. |
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