![]() TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=256,LODBias=2) TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=256,LODBias=1) TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=1) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=256,LODBias=2) TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=256,LODBias=1) ![]() TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=1) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=256,LODBias=2) TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=256,LODBias=1) TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=1) TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=256,LODBias=2) TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=256,LODBias=1) Set TdEngine.ini to Read Only to prevent the game from overriding the changes.Locate DeviceName under and enter "OpenAL Soft" (e.g.Navigate to %USERPROFILE%\ Documents\EA Games\Mirror's Edge\TdGame\Config and open TdEngine.ini.Navigate to \Binaries and replace the existing OpenA元2.dll with the renamed version.Extract the downloaded file and locate soft_oal.dll in \bin\Win32.Download the latest OpenAL Soft binaries from the releases section.Sounds coming from in-front and behind will be distinctly different and even sounds coming from above or below will be clearly discernible. This can be replaced with a better version called "OpenAL Soft" and configured to enable HRTFs for accurate, 3D surround sound using only your stereo headphones. By default, the game will use the OpenAL driver that is distributed with a standard OpenAL installation, which happens to be a pretty shoddy implementation of OpenAL. Mirror's Edge uses OpenAL for rendering audio. Follow the remainder of the Special K HDR guide.Start the game, and from the SpecialK UI ( Ctrl ⇧ Shift ← Backspace) make sure the Active Render API is Vulkan.Install it locally into \Binaries with SpecialK32.dll renamed to dinput8.dll.Create a file named nf in \Binaries, paste the following lines and save the file: d3d9.enableRenderTargetUpgrade = trueĭ3d9.upgrade_RGBA8_renderTargetTo = "rgba16f"ĭ3d9.upgrade_RGBX8_renderTargetTo = "rgba16f"ĭ3d9.upgrade_BGRA8_renderTargetTo = "rgba16f"ĭ3d9.upgrade_BGRX8_renderTargetTo = "rgba16f"ĭ3d9.upgrade_RGB10A2_renderTargetTo = "rgba16f"ĭ3d9.upgrade_BGR10A2_renderTargetTo = "rgba16f"ĭ3d9.upgrade_RGBA16_renderTargetTo = "rgba16f"ĭ3d9.upgradeSwapchainFormatTo = "rgba16f"ĭ3d9.upgradeSwapchainColorSpaceTo = "scRGB".Download the latest release from DXVK (HDR-mod) and install the x32 d3d9.dll to \Binaries.Use Special K after installing DXVK (HDR-mod) ![]() De-authorization tools have been made officially available. The Origin release of the game featured extra DRM, including online activation and a limit to how many computers the game could be activated on, alongside needing to install the launcher to begin with. The game was released on Steam and Origin on January 12th, 2009. The title takes advantage of many of Unreal Engine 3's features, such as Nvidia's PhysX physics simulation system, allowing for optional physics effects like detailed debris and cloth, emulating dynamic and unscripted physics. The new technology would accentuate the art style of the game by allowing for the reflection of colors as well as light. A lighting system christened "Beast" was developed for the game by Illuminate Labs in association with DICE which was previously called "Turtle" and was used in Maya as a renderer. The game makes use of Unreal Engine 3, as DICE's own Frostbite engine wasn't complete when the title began full-scale production. Mirror's Edge is a sci-fi first-person action game developed by DICE, creators of the Battlefield franchise, and published by Electronic Arts.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |