diff --git a/EXE/Freelancer.exe b/EXE/Freelancer.exe index 7b1cda14..0cab7901 100644 Binary files a/EXE/Freelancer.exe and b/EXE/Freelancer.exe differ diff --git a/EXE/remgfx.ini b/EXE/remgfx.ini index 67baf4ec..32263c71 100644 --- a/EXE/remgfx.ini +++ b/EXE/remgfx.ini @@ -84,6 +84,8 @@ Overlay = 1 Shadows = 1 ShadowMapSize = 4096 ShadowDistance = 3000 +; PlanetShadows = 1: planets also receive the shadows of ships, docking rings and stations +PlanetShadows = 0 ; objects up to this many metres outside the picture are still drawn, so their shadows do not ; pop in and out when the camera turns (0 = the original culling) ShadowCullMargin = 400 @@ -108,10 +110,11 @@ CloakRefraction = 1.0 TunnelDistortion = 1.0 ; R15 planet atmospheres: light scattering (a coloured rim on the day side, the opposite colour at ; the terminator, glow against the sun); AtmosphereReplace = 1 hides the planets' original -; atmosphere layer. AtmosphereColor = 1 takes each planet's colour from that layer (its material's -; Dc and Alpha: a desert planet gets an orange rim, a thin layer a weak one, a black or invisible -; layer none), 0 = Earth's blue for every planet; AtmosphereSaturation = how strongly the pale -; layer colour is tinted (1 = as in the material, higher = more colourful) +; atmosphere layer. AtmosphereColor: 1 = each planet's colour from its own surface texture (the +; mean colour: a desert planet gets an orange rim), 2 = from that atmosphere layer (its material's +; Dc), 0 = Earth's blue for every planet. The layer's Alpha sets the strength (a thin layer a weak +; atmosphere, a black or invisible layer none). AtmosphereSaturation = how strongly the pale +; colour is tinted (1 = as it is, higher = more colourful) Atmosphere = 1 AtmosphereStrength = 1.0 AtmosphereReplace = 1 diff --git a/EXE/rp8.dll b/EXE/rp8.dll index a5d30808..6f830af2 100644 Binary files a/EXE/rp8.dll and b/EXE/rp8.dll differ