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#1101 |
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Bannato
Iscritto dal: May 2007
Città: Bari
Messaggi: 4690
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seleziona tutto e poi copia e incolla(quando va a capo sposta indietro in moda avere per ogni rigo un impostazione)
1 ; f1graphics.cfg controls all settings (default 0) 1280 ; [RELEASE] Game 3D Horizontal Resolution 1024 ; [RELEASE] Game 3D Vertical Resolution 1 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format 1 ; [RELEASE] Enable hardware T&L if available 0 ; [RELEASE] Run in a window 0 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused) 0 ; [RELEASE] Force use of reference rasterizer 0 ; [RELEASE] Vsync (0=>off, or every nth frame) v2 105 ; [RELEASE] AutoPerformance (Automatic Performance Setting) 0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting) 0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting) 800 ; [DEBUG] Game 3D Horizontal Resolution 600 ; [DEBUG] Game 3D Vertical Resolution 1 ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format 1 ; [DEBUG] Enable hardware T&L if available 1 ; [DEBUG] Run in a window 0 ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused) 0 ; [DEBUG] Force use of reference rasterizer 0 ; [DEBUG] Vsync (0=>off, or every nth frame) v2 153 ; [DEBUG] AutoPerformance (Automatic Performance Setting) 0 ; [DEBUG] TestedPerformanceLow (Tested Performance Setting) 0 ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting) 0 ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth 1 ; Increase car texture quality (1 on, 0 off) 0 ; Low track geometry (1 on, 0 off) 0 ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu 4 ; Number of mipmaps (0 => off) v2 1 ; Use compressed textures if supported 0 ; Full 32bit textures 7 ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off 1 ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2 1 ; Render targets must match the main formats v2 1 ; Enable Fogging 1 ; Enable AdvancedCarShader v2 1 ; Pre-light track (Update track lighting using CPU) 0 ; Low res geometry track (1 low res, 0 normal) 0 ; Rotate wheels via textures v2 0 ; Bump map track (requires DP3; 0 => off) 4 ; Load balance : Frames over which to sample occupancy 110 ; Load balance : Start load decrease if occupancy over this 90 ; Load balance : Start load increase if occupancy under this v2 75 ; Load balance : Speed of load decrease ( < slower > faster) 33 ; Load balance : Speed of load increase ( < slower > faster) 1 ; Enable mirrors 2 ; Angle left mirror 0(in)-16(parallel)-32(out) v2 2 ; Angle right mirror 0(in)-16(parallel)-32(out) v2 16 ; Magnify mirror (16 => normal <16 wide >16 zoom) 133 ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3 1 ; Overide show own car if mirrors set low 68 ; Cockpit zoom (0 to 100) v2 1 ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2 0 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside) 9 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16} 2 ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3 512 ; If Jitter, how many ? 60 ; For normal reflections scale LOD (0 to 100%) v3 20 ; For blured effect reflections scale LOD (0 to 100%) v3 1 ; Maximum allowed heat hazes in a single view v2 0 ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended) 1 ; Enable rain droplets on lens/visor 0 ; Enable visor when in cockpit view 1 ; Enable sky messages 1 ; Enable true type fonts 0 ; Environment map strength (0=>use game default) 0 ; Full dynamic video walls v2 30 ; Velocity m/s at which dynamic video walls are disabled (0 => no cutoff) 0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution 200000 ; Number of particle time slices per second. 0 ; TV style overlays on track cameras. 24 ; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars 4 ; Multiplayer overlays - show for N closest 0 ; Enable user-defined gamma ramp v2 100 ; Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v4 100 ; Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v4 100 ; Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v4 131 ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2 100 ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v3 100 ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v3 100 ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v3 64 ; Size in texels for shadows over each car v2 256 ; Size in texels for projected shadows under each car 256 ; Size in texels for blurred projected shadows under each car 0 ; Attempt to page the over shadows 0 ; Attempt to page the under shadows 0 ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2 2 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [MAIN VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2 92 ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 2500 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2 5 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 100 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier 0 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 300 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track 1 ; [MAIN VIEW] Display track shadows 3 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 9 ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR 4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR 1 ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled) 400 ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3 1 ; [MAIN VIEW] Reflect cars in wet track 1 ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3 1 ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3 200 ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 1 ; [MAIN VIEW] Draw Particles 1 ; [MAIN VIEW] Draw rain (0 => off, 1 => on) 1 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on) 1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on) 1 ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) 11 ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) 1 ; [MAIN VIEW] Draw crowd camera flashes 1 ; [MAIN VIEW] Draw sky 0 ; [MAIN VIEW] Draw heat haze v3 1 ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) 1 ; [MAIN VIEW] Draw Bushes 1 ; [MAIN VIEW] Draw trackside cameras 1 ; [MAIN VIEW] Draw trackside cranes 1 ; [MAIN VIEW] Draw distant buildings 1 ; [MAIN VIEW] Draw near buildings 1 ; [MAIN VIEW] Draw horizon strips 1 ; [MAIN VIEW] Draw trackside photographers 1 ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) 1 ; [MAIN VIEW] Draw trackside platforms 1 ; [MAIN VIEW] Draw videowalls 1 ; [MAIN VIEW] Draw Misc. trackside objects 1 ; [MAIN VIEW] Draw trackside fences 1 ; [MAIN VIEW] Draw trackside walls 1 ; [MAIN VIEW] Draw track kerbing 1 ; [MAIN VIEW] Draw bridges 1 ; [MAIN VIEW] Draw Near stands 1 ; [MAIN VIEW] Draw Far stands 1 ; [MAIN VIEW] Draw Near land 1 ; [MAIN VIEW] Draw Far land 1 ; [MAIN VIEW] Draw track marshalls 1 ; [MAIN VIEW] Draw large trackside signs 1 ; [MAIN VIEW] Draw small trackside signs 1 ; [MAIN VIEW] Draw Near trees 1 ; [MAIN VIEW] Draw Far trees 1 ; [MAIN VIEW] Draw video-wall screens 1 ; [MAIN VIEW] Draw shadows on track v2 1 ; [MAIN VIEW] Draw Required trackside buildings 70 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9 100 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2 1000 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3 100 ; [MAIN VIEW] Car lod : scalar 1 ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting 2 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2 115 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 62 ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) 5 ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 183 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier 93 ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 50 ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track 0 ; [MIRROR VIEW] Display track shadows 1 ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR 2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR 0 ; [MIRROR VIEW] Enable wet weather reflections 50 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off) 0 ; [MIRROR VIEW] Reflect cars in wet track 0 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2 0 ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3 0 ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 0 ; [MIRROR VIEW] Draw Particles 0 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on) 0 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on) 0 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on) 0 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2 1 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2 0 ; [MIRROR VIEW] Draw crowd camera flashes v2 1 ; [MIRROR VIEW] Draw sky v2 0 ; [MIRROR VIEW] Draw heat haze v2 0 ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2 0 ; [MIRROR VIEW] Draw Bushes v2 0 ; [MIRROR VIEW] Draw trackside cameras v2 0 ; [MIRROR VIEW] Draw trackside cranes v2 0 ; [MIRROR VIEW] Draw distant buildings v2 0 ; [MIRROR VIEW] Draw near buildings v2 1 ; [MIRROR VIEW] Draw horizon strips v2 0 ; [MIRROR VIEW] Draw trackside photographers v2 1 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2 0 ; [MIRROR VIEW] Draw trackside platforms v2 0 ; [MIRROR VIEW] Draw videowalls v2 0 ; [MIRROR VIEW] Draw Misc. trackside objects v2 1 ; [MIRROR VIEW] Draw trackside fences v2 1 ; [MIRROR VIEW] Draw trackside walls v2 1 ; [MIRROR VIEW] Draw track kerbing v2 1 ; [MIRROR VIEW] Draw bridges v2 0 ; [MIRROR VIEW] Draw Near stands v2 0 ; [MIRROR VIEW] Draw Far stands v2 1 ; [MIRROR VIEW] Draw Near land v2 0 ; [MIRROR VIEW] Draw Far land v2 1 ; [MIRROR VIEW] Draw track marshalls v2 1 ; [MIRROR VIEW] Draw large trackside signs v2 1 ; [MIRROR VIEW] Draw small trackside signs v2 0 ; [MIRROR VIEW] Draw Near trees v2 0 ; [MIRROR VIEW] Draw Far trees v2 0 ; [MIRROR VIEW] Draw video-wall screens v2 0 ; [MIRROR VIEW] Draw shadows on track v2 0 ; [MIRROR VIEW] Draw Required trackside buildings 25 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9 62 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2 100 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2 62 ; [MIRROR VIEW] Car lod : scalar 0 ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting 2 ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2 115 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 1037 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) 5 ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 171 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier 81 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 100 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track 0 ; [VIDEOWALL VIEW] Display track shadows 0 ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR 2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR 0 ; [VIDEOWALL VIEW] Enable wet weather reflections 50 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off) 0 ; [VIDEOWALL VIEW] Reflect cars in wet track 0 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2 0 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3 0 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 0 ; [VIDEOWALL VIEW] Draw Particles 0 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2 0 ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2 0 ; [VIDEOWALL VIEW] Draw crowd camera flashes v2 0 ; [VIDEOWALL VIEW] Draw sky v2 0 ; [VIDEOWALL VIEW] Draw heat haze v2 0 ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2 0 ; [VIDEOWALL VIEW] Draw Bushes v2 0 ; [VIDEOWALL VIEW] Draw trackside cameras v2 0 ; [VIDEOWALL VIEW] Draw trackside cranes v2 0 ; [VIDEOWALL VIEW] Draw distant buildings v2 0 ; [VIDEOWALL VIEW] Draw near buildings v2 0 ; [VIDEOWALL VIEW] Draw horizon strips v2 0 ; [VIDEOWALL VIEW] Draw trackside photographers v2 0 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2 0 ; [VIDEOWALL VIEW] Draw trackside platforms v2 0 ; [VIDEOWALL VIEW] Draw videowalls v2 0 ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2 0 ; [VIDEOWALL VIEW] Draw trackside fences v2 0 ; [VIDEOWALL VIEW] Draw trackside walls v2 0 ; [VIDEOWALL VIEW] Draw track kerbing v2 0 ; [VIDEOWALL VIEW] Draw bridges v2 0 ; [VIDEOWALL VIEW] Draw Near stands v2 0 ; [VIDEOWALL VIEW] Draw Far stands v2 0 ; [VIDEOWALL VIEW] Draw Near land v2 0 ; [VIDEOWALL VIEW] Draw Far land v2 0 ; [VIDEOWALL VIEW] Draw track marshalls v2 0 ; [VIDEOWALL VIEW] Draw large trackside signs v2 0 ; [VIDEOWALL VIEW] Draw small trackside signs v2 0 ; [VIDEOWALL VIEW] Draw Near trees v2 0 ; [VIDEOWALL VIEW] Draw Far trees v2 0 ; [VIDEOWALL VIEW] Draw video-wall screens v2 0 ; [VIDEOWALL VIEW] Draw shadows on track v2 0 ; [VIDEOWALL VIEW] Draw Required trackside buildings 31 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10 67 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3 479 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5 67 ; [VIDEOWALL VIEW] Car lod : scalar v2 0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting |
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#1102 |
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Member
Iscritto dal: Jun 2007
Città: Bologna
Messaggi: 63
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no no lascio perdere
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Forza Milan !!!!!!!!!!!!!!!!!!! |
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#1103 |
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Bannato
Iscritto dal: May 2007
Città: Bari
Messaggi: 4690
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#1104 |
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Member
Iscritto dal: Jun 2007
Città: Bologna
Messaggi: 63
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OK IL MIO E [email protected]
__________________
Forza Milan !!!!!!!!!!!!!!!!!!! |
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#1105 |
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Senior Member
Iscritto dal: Oct 2006
Messaggi: 343
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ok alloraragazzi, vi chiedo un attimo di pazienza e di ordine, scrivete tt come volete la patch se in formato cartella(uppo tt il gioco) o volete solo il file dei circuiti, xò poi le auto vi dovete fare il lavorone di rinominare tt i file e crearvi i lod, se lo sapete fare e questione di poco... la decisione maggiore verrà adottata...
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#1106 | |
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Bannato
Iscritto dal: May 2007
Città: Bari
Messaggi: 4690
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Quote:
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#1107 |
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Senior Member
Iscritto dal: Aug 2006
Città: Messina
Messaggi: 9296
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io direi di cominciare con i circuiti,se fai un pack singolo con tutti dentro cominciamo da li
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#1108 |
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Junior Member
Iscritto dal: Sep 2007
Messaggi: 25
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Ciao ragazzi, sono un nuovissimo arrivato. Ho scoperto GP4 da poco e ho trovato da pochissimo questo 3d; sto giocando con la mod 2007 spagnola...ma qualche pecca c'è. Aspetto quella italiano di sky.........ma riusciamo ad arrivare alla PS3 come qualità? Le macchine mi sembrano fantastiche, ma il resto ha (come ho detto) qualche......Voi che dite?
Eccovi la configurazione di gioco: Core 2 Duo E6420 @X6800 Nvidia Geforce 7300GT 256MB 2GB di RAM ....il resto nn conta. p.S. sky io propongo di uploadare la cartella con le tue mod, così per gli utenti come me (poveri noi) non c'è bisogno di fare.... |
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#1109 | |
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Senior Member
Iscritto dal: Jul 2001
Messaggi: 12340
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Quote:
__________________
miniPC Geekom A6, Lcd HP 23cw, Casse Wavemaster MX3+, Stamp. Epson XP-355, So Win11 Pro 24h2, Rete Fibra FTHH su Tim Hub+ |
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#1110 |
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Junior Member
Iscritto dal: Sep 2007
Messaggi: 25
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Le cose sono migliorate parecchio perchè avevo sbagliato a impostare la qualità di gioco. Ora sono a massimo di qualità (nel senso che ho messo tutto a max
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#1111 | |
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Senior Member
Iscritto dal: Jul 2001
Messaggi: 12340
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Quote:
__________________
miniPC Geekom A6, Lcd HP 23cw, Casse Wavemaster MX3+, Stamp. Epson XP-355, So Win11 Pro 24h2, Rete Fibra FTHH su Tim Hub+ |
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#1112 |
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Member
Iscritto dal: Jun 2007
Città: Bologna
Messaggi: 63
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ragazzi, come si impostano i tasti del joystick non riesco a farlo, qualcuno mi puo dare una mano?
__________________
Forza Milan !!!!!!!!!!!!!!!!!!! |
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#1113 |
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Member
Iscritto dal: Jun 2007
Città: Bologna
Messaggi: 63
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vi volevo chiedere anche quando faccio un incidente e mi spacco tutte le ruote e non posso andare avanti esce l'omino che ti porta via, ma l'omino lo devo chiamare io con un tasto o devo aspettare 100 ore che esca
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Forza Milan !!!!!!!!!!!!!!!!!!! |
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#1114 |
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Junior Member
Iscritto dal: Sep 2007
Messaggi: 25
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Ragazzi: mi convinco sempre di + che è una bomba...Sky ma quando uploadi la tua mod? Dai che voglio vedere il "made in italy"
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#1115 |
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Senior Member
Iscritto dal: Aug 2006
Città: Messina
Messaggi: 9296
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#1116 |
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Senior Member
Iscritto dal: Oct 2006
Messaggi: 343
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ok! finito!! faccio che zippare 2 vers una con tt i circuiti in file wad l'altra con tt la cartella... appena e tt uppato posto! kumalo, dammi il sito per uppare, che in effetti anche a me rapidshare nn và proprio a genio...
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#1117 |
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Senior Member
Iscritto dal: Aug 2006
Città: Messina
Messaggi: 9296
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guarda se trovi qualcosa di meglio di rapidshare per uppare
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#1118 |
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Senior Member
Iscritto dal: Oct 2006
Messaggi: 343
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ragazzi, perchè nn riesco piu ad uppare su rapidshare?? ho fatot un unico pacco, cosi lo metto li e nn dovete aspettare, ma quando scelgo il file e clikko upload mi dice impossibile visualizzare la pagina...
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#1119 |
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Senior Member
Iscritto dal: Aug 2006
Città: Messina
Messaggi: 9296
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forse ha problemi rapidshare,potresti provare su megaupload
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#1120 |
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Senior Member
Iscritto dal: Oct 2006
Messaggi: 343
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bho ragazzi, ho provato megaupload ed ora sendspace ma da entrambi uppo a 7kb e ci vanno 8 ore!
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