DetailLevel
A graphics detail level: the one the player has chosen, or the lowest one at which an animation is drawn.
Animation detail threshold
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0
The animation is drawn only when the player’s detail setting is at least this value. The detail setting runs from 0, the lowest, to 2, the highest. A value of 1 hides the animation at the lowest setting, 2 shows it only at the highest, and any value above 2 hides it at every setting. At 0 or below, the animation is always drawn. Give purely decorative animations a higher value so that they are the first to disappear on a slow machine.
The setting controls drawing only. A hidden animation is still created, still advances through its frames and loops, and still deals its damage, leaves craters and scorch marks, and spreads Tiberium.
The picture of a structure’s animation remembered under the fog of war uses the same test, so an animation this setting hides is missing there as well.
TranslucencyDetailLevel separately decides at which settings the animation is drawn translucent. This setting decides only whether it is drawn at all.
[MYPILE_A] ; an idle animation for a barracksImage=MYPILE_ALoopStart=0LoopEnd=8LoopCount=-1Rate=300Surface=yesDetailLevel=1 ; not drawn at the lowest detail settingChosen detail level
- Applies to
- client settings
- File
SUN.INI- Section
[Options]- Value
- integer
- When omitted
2
The player’s graphics detail level, from 0 for low to 2 for high. A value outside that range is read as the nearer end. The Game Controls dialog offers the three levels and saves the choice to sun.ini when the player closes the dialog with any button except Cancel.
Each level changes specific drawing work:
| Effect | 0 | 1 | 2 |
|---|---|---|---|
| Smoke and spark particles | Not drawn | Drawn | Drawn |
| Laser beams | Flat lines in their full color | Blended onto the terrain | Blended onto the terrain |
| Cell lighting | Coarsest steps | Finer steps | Finest steps |
| Glow wave along a laser beam | Not drawn | Not drawn | Drawn |
| Ion cannon blast effect | Not drawn | Not drawn | Drawn |
| Particle translucency | Opaque | Opaque | Translucent |
Spotlight from a Spark particle system’s burst | Not drawn | Not drawn | Drawn |
Cell lighting is quantized at every level, including 2. A OneFrameLight glow is drawn at every level.
An animation is drawn only when this setting is at least the animation’s own threshold, which DetailLevel on the animation sets. The picture remembered under the fog of war uses the same test.