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#1 | ||
![]() Join Date: Oct 2009
Reputation: 22
Posts: 47
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Two Monitor Splitscreen Guide Ok going to try to keep this nice and simple .Download and place this in your common\Portal 2\bin folder, and make sure to run the game at least once, and hit yes on the first time dialog box asking you to auto generate a config file. I. If both monitors are the same format (either widescreen or standard): We will consider x to be the width of your main monitor, And y the height. And we will also consider x-wide=x; y-wide=y; II. If, like me, your monitors are not the same format (one widescreen and one standard): We will consider x to be the width of your standard aspect ratio monitor, And y the height. We will also consider x-wide and y-wide the respective width and height of your widescreen monitor. 0. You can get these from: -> Xp: Right click on desktop->Properties-> Settings tab, and there you will have the resolution in the drop down menu. -> Vista/7: Right click on desktop -> Screen Resolution -> in a a drop down menu. It will be in the form of witdh x height. Click on either on monitor 1 or 2 in order to get its respective resolution. Now lets calculate the aspect ratio for the Portal 2/portal2/splitscreen_config.txt. 1. Go here and input your x and your y which we talked about earlier, hit CALCULATE. 2. Then divide x as well as y with the number the website gives you. This will be your aspect ration you put in the .txt just under "widescreen_vertical_split" ex: if our x=1280 and y=1024, then we get 256 and 1280/256=5, 1024/256=4, a 5:4 aspect ratio. So our file will look like this Code:
"splitscreenconfig"
{
"nonwidescreen" // always split horizontally (top/bottom)
{
// twice as wide as 4x3
"aspect" "8 by 3"
// limit hud to exact bounds of 3d view?
"insethud" "0"
// fov of the main viewport that is shared between each splitscreen player. Use cl_fov to get a good number to put here.
"fov" "80"
// fov for the various viewmodels. This is shared between splitscreen players. Use cl_viewmodelfov* to get a good number for this.
"viewmodelfov" "55"
}
"widescreen_horizontal_split"
{
// twice as wide as 16x9
"aspect" "32 by 9"
// limit hud to exact bounds of 3d view?
"insethud" "0"
// fov of the main viewport that is shared between each splitscreen player. Use cl_fov to get a good number to put here.
"fov" "75"
// fov for the various viewmodels. This is shared between splitscreen players. Use cl_viewmodelfov* to get a good number for this.
"viewmodelfov" "55"
}
"widescreen_vertical_split"
{
// half as wide as 16x9
"aspect" "5 by 4"
// limit hud to exact bounds of 3d view?
"insethud" "0"
// fov of the main viewport that is shared between each splitscreen player. Use cl_fov to get a good number to put here.
"fov" "110"
// fov for the various viewmodels. This is shared between splitscreen players. Use cl_viewmodelfov* to get a good number for this.
"viewmodelfov" "50"
}
}
ex: This would be very bad: "4 by 5". 3. Now to edit the Portal 2\bin\config.SoftTHconfig NOTE: in order you have this file you must have started the game atleast once with the new .dll; In order to get the same resolution on both monitors we will have to get the widescreen one to show the non-widescreen resolution of the other monitor. In case your monitor may "letterbox" this new resolution I have scaled it to its original one I marked in red all the places you need to edit in the cfg, just copy this to a .txt then make the necessary replacements and paste it in your Portal 2\bin\config.SoftTHconfig.<2x> means you need to double x. NOTE that some other options have been edited as well (they appear in YELLOW). Code:
[main] renderResolution=<2x>x<y> nonlocalFormat=RGB32 keepComposition=1 smoothing=1 debugD3D=0 zClear=1 vsync=1 tripleBuffer=1 screenshotFormat=jpg dllPathD3D9=auto dllPathDXGI=auto dllPathD3D11=autol [overrides] forceResolution=0 antialiasing=0 processAffinity=0 FOVForceHorizontal=0 FOVForceVertical=0 [head_primary] sourceRect=0,0,<x>,<y> screenMode=<x-wide>x<y-wide> [head_1] devID=1 sourceRect=<x>,0,<x>,<y> transportResolution=<x>x<y> transportMethod=auto noSync=0 ex: x= 1280 x-wide=1920 y= 1024 y-wide=1080 Code:
[main] renderResolution=2560x1024 nonlocalFormat=RGB32 keepComposition=1 smoothing=1 debugD3D=0 zClear=1 vsync=1 tripleBuffer=1 screenshotFormat=jpg dllPathD3D9=C:\Windows\System32\D3D9.dll dllPathDXGI=auto dllPathD3D11=C:\Windows\System32\D3D11.dll [overrides] forceResolution=0 antialiasing=0 processAffinity=0 FOVForceHorizontal=0 FOVForceVertical=0 [head_primary] sourceRect=0,0,1280,1024 screenMode=1920x1080 [head_1] devID=1 sourceRect=1280,0,1280,1024 transportResolution=1280x1024 transportMethod=auto noSync=0 4. Now start the game and chose from the menu Options -> Video -> Resolution -> the <2x>x<y> resolution we set earliear in the config. 5. Execute the following command in the console to set the splitmode to vertical: Quote:
Well now you have hopefully set up your Portal 2 to run on 2 monitors. In order to test run the following command in the console to load a map: Quote:
Pics: Actual Image: http://img600.imageshack.us/img600/3465/img3163t.jpg Engine Output: http://img685.imageshack.us/img685/8...apult10001.jpg http://img708.imageshack.us/img708/6...apult10000.jpg Known BUGS:
Last edited by nemesisvm: 05-03-2011 at 06:14 AM. Reason: Added easier method for setting up your gamepad properly. |
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#2 |
![]() Join Date: Dec 2007
Reputation: 12
Posts: 32
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This works great! Thank you.
Step 4. didn't work for me. I can only choose single monitor resolutions (nvidia gfx560). However, I went to video.txt in cfg dir and changed the resolution there which works just fine. |
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#3 |
![]() Join Date: Oct 2009
Reputation: 22
Posts: 47
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It may only appear under widescreen 16:9 resolutions. Or under your default resolution aspect ratio.
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#4 |
![]() Join Date: Apr 2011
Reputation: 11
Posts: 239
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I would just like to add that this is a lot easyer if you have ATI Cataclyst Control center and a graphics card that supports Eyefinity. If so, then all you need to do is open the advanced version of CCC, go to desktop & displays, right click one of your monitors and select create group. You need to disable extended desktop though, but you can easilly change it back when you are done playing
no need to download any files or change anything, the game wil simply think you only have one monitor and use both screens. though in my case I have two 16:10 monitors and the splitscreen_config file is defaulted at 16:9 aspect, that's all I had to change for a perfect set up. |
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#5 |
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Guest
Posts: n/a
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has anyone tried just getting rid of the splitscreen_config.txt? it worked for me? or is that a bad idea?
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#6 |
![]() Join Date: Apr 2011
Reputation: 2
Posts: 91
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Ok, I downloaded that .dll file and added into the directory. When i start Portal 2 it asks me if it wants to make a new file like you said, so I click "yes". Then for whatever reason Portal 2 won't start up, it's running in the processors but I can't bring it to the foreground. Am I missing something that I should have done first before starting? Because if I remove the .dll file the game will start up again normally.
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#7 |
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Guest
Posts: n/a
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Pics please.
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#8 |
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Guest
Posts: n/a
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Will not work for people using XP, since SoftTH 2.x does not support that OS. An older version (tested 1.08) will absolutly require 3 monitors. Didn't find any option to use only 2 monitors
![]() http://img849.imageshack.us/img849/4...r2monitors.gif Uploaded with ImageShack.us Last edited by iGREKKESS: 04-24-2011 at 04:14 PM. |
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#9 | |
![]() Join Date: Apr 2011
Reputation: 11
Posts: 239
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Quote:
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#10 |
![]() Join Date: Sep 2008
Reputation: 2
Posts: 69
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I'm not getting the dialog box when I put the file in and start the game. What do I do?
Trying to run both monitors at 1360x768, but really I'll settle for just getting the thing working. Edit: for anyone interested, I've been playing coop on the ps3 with my gf but I just can't stand using the controller, so I'm trying to set this up with my monitor+HDTV with her using the TV and a ps3 controller via bluetooth Last edited by Eldrek: 04-24-2011 at 09:07 PM. |
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#11 |
![]() Join Date: Oct 2010
Reputation: 10
Posts: 183
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Dude, I will love you more if you have done this for L4D and L4D2.
EDIT: Also it didn't work for me. When Portal 2 starts up, it asks to create a file, then doesn't do anything. Last edited by Acylus: 04-24-2011 at 09:11 PM. |
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#12 |
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Guest
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#13 |
![]() Join Date: Apr 2011
Reputation: 11
Posts: 239
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I don't see what DirectX has to do with your screen resolution. If the game runs at 1920x1080, it will also run at 3840x1080, won't it? I don't think you need DirectX at all for something as simple as horizontal spanning. But, again, I could be wrong.
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#14 | |
![]() Join Date: Oct 2009
Reputation: 22
Posts: 47
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Quote:
Code:
-dxlevel 90 -w 1024 -h 768 EDIT: for l4d you should be able to just do the same thing as for portal 2. If you manage to get it to work just drop your portal 2 config files and .dll in l4d and it should work. Last edited by nemesisvm: 04-26-2011 at 01:12 PM. |
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#15 |
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Guest
Posts: n/a
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I'm in the case of two monitors not having the same size (1280x1024 & 1680x1050)...
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