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Old 14-09-2011, 09:41:AM   #27
arayas
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use any fifa11 moded lua, or mine.

local InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")

-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end

-- levelOfDetail = "medium"

-- Set up defaults (high detail)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to drop)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0) -- jumbotron render scale reduction
as:SetInt(settingTable, "SelfShadow", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered)
as:SetInt(settingTable, "PostFX_RainDrops", 0)
if ( EA_PLATFORM_MAC == true ) then
as:SetInt(settingTable, "PostFX_AutoExp", 0) -- Turn off autoexposure on MAC (This causes it to use simple exposure)
else
as:SetInt(settingTable, "PostFX_AutoExp", 0)
end
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.5)
as:SetInt(settingTable, "PlayerLodMinimum", 0)

-- Override..
if (levelOfDetail == "medium") then

as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "Grass", 0)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.15)

elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
-- Downsize Render to texture sizes and detail
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "SelfShadow", 0)

-- Disable grass and cloth
as:SetInt(settingTable, "Grass", 0)
-- cloth is enabled for hi lods
-- in case of performance issues disable cloth and always use tucked jerseys
--as:SetInt(settingTable, "Cloth", 0)

-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.15)
end

if (levelOfDetail == "superlow") then
-- any extra tweaks here..
end
end
InitializeSettings()
InitializeSettings = nil
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Old 14-09-2011, 07:06:PM   #28
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Her my first DB edit for FIFA12 (demo)
more coming soon.
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Old 14-09-2011, 08:56:PM   #29
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Quote:
Originally Posted by $ido (F|G) View Post
Her my first DB edit for FIFA12 (demo)
more coming soon.
tutor please..
how to change it bro ..??
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Old 15-09-2011, 01:19:PM   #30
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How do we open image from RX3??
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Old 15-09-2011, 02:20:PM   #31
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wait Jorge's Texture Editor 12...
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Old 15-09-2011, 02:32:PM   #32
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You cant (yet). See my post above
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Old 15-09-2011, 02:40:PM   #33
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Quote:
Originally Posted by pao4ever View Post
wait Jorge's Texture Editor 12...
great minds do think alike!!! welcome back my brother!!!
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Old 15-09-2011, 03:44:PM   #34
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great minds do think alike!!! welcome back my brother!!!
so glad I made it and came back to editing bro! enough of this useless break of my life (damn army)!
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Old 17-09-2011, 12:20:PM   #35
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Uncompressing chunkzip2... for that you need zlib library because this format use Deflate algorihtm
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Old 17-09-2011, 01:19:PM   #36
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Uncompressing the chunkzip2 files in not the problem. Incorporating new graphics into them is the issue.
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Old 17-09-2011, 03:17:PM   #37
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The rx3 of the kit is a little different from 2011. The data for logo position and others data are at the end of the file and change some little things
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Old 17-09-2011, 03:22:PM   #38
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Yes, that much I've noticed. Well hopefully we'll have Jorge's texture editor soon an we can start editing (cant wait!!!) LoL!
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Old 21-09-2011, 06:22:PM   #39
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i've found a new compression, for league logos in FIFA 12.. It's called chunklzma... can someone tell it at chunkzip2 decompressor guy?
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