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Oct 22nd, 2014
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  1. mat_phong 0
  2. cl_jiggle_bone_framerate_cutoff 0
  3. r_drawflecks 0
  4. r_maxnewsamples 2
  5. r_maxsampledist 1
  6. tracer_extra 0
  7. mat_levelflush 1
  8. mat_disablephong 1
  9. mat_viewportupscale 1
  10. cl_smooth 1
  11. cl_smoothtime .034
  12. cl_pred_optimize "2"
  13.  
  14.  
  15. cl_ragdoll_collide "0" // def. "0" # Collision between corpses on(1)/off(0)
  16. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  17. cl_ragdoll_fade_time "0" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  18. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  19. r_ragdoll_pronecheck_distance
  20.  
  21.  
  22. cl_ejectbrass 0
  23. muzzleflash_light 0
  24. cl_muzzleflash_dlight_1st 0
  25. cl_new_impact_effects 0
  26. cl_rumblescale 0
  27. cl_debugrumble 0
  28.  
  29. mat_reduceparticles 1
  30.  
  31. cl_detailfade "0" // def. "400" # Distance across which detail props fade in
  32. cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
  33. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  34. cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
  35. cl_phys_props_max "5" // def. "300" # Count of physical Props
  36. props_break_max_pieces "-1" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
  37. r_propsmaxdist "10" // def. "1200" # Behind this distance they are not rendered
  38.  
  39.  
  40. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  41. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  42.  
  43. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  44.  
  45. mp_decals "5" // def. "200" # Count of Decals used for Multiplayer
  46. r_decal_cullsize "15" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  47. r_decals "10" // def. "2048" # Count of Decals used by the entire SourceEngine
  48. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  49. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  50.  
  51.  
  52.  
  53. mat_hdr_level "0" // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
  54. mat_autoexposure_max "0" // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
  55. mat_autoexposure_min "0" // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
  56. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  57. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  58. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  59. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  60. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  61. mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0)
  62. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  63. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  64. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  65. r_maxdlights "0" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
  66. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  67. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  68. r_worldlights "1" // def. "4" # Number of world lights to use per vertex
  69. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  70. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  71. r_shadowrendertotexture "0" // def. "" was "2" # 1 = High, 0 = Low
  72. r_shadowmaxrendered "0" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  73.  
  74.  
  75.  
  76. nb_shadow_dist = "400" // distance from which shadows are visible. Tweak to your preference
  77.  
  78.  
  79. mat_envmapsize "4" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  80. mat_envmaptgasize "4" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  81. mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
  82.  
  83. r_avglight 0
  84. r_ambientboost 0
  85. r_ambientfactor 0
  86. r_ambientmin 0
  87.  
  88.  
  89. r_renderoverlayfragment 0
  90. mat_max_worldmesh_vertices 512
  91.  
  92.  
  93. cl_showfps 1
  94.  
  95.  
  96. r_lod 2
  97. r_rootlod 2
  98. mat_picmip 2
  99. mat_mipmaptextures 0
  100. r_flex 0
  101.  
  102. r_eyegloss 0
  103. r_eyemove 0
  104. r_eyeshift_x 0
  105. r_eyeshift_y 0
  106. r_eyeshift_z 0
  107. r_eyes 0
  108. r_eyesize 0
  109. blink_duration 0
  110. r_teeth 0
  111.  
  112. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  113. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  114. cl_ragdoll_fade_time "0" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  115. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  116. r_ragdoll_pronecheck_distance
  117.  
  118. cl_show_splashes 1
  119.  
  120. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  121. mat_filtertextures "1" // def. "1" // low 0 # Filter textures on(1)/off(0)
  122. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  123. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  124. mat_aaquality 0 // low 0
  125. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  126.  
  127. mat_software_aa_quality 0 // was 9
  128. mat_software_aa_strength 0
  129. mat_software_aa_strength_vgui -1
  130. mat_software_aa_blur_one_pixel_lines 0
  131. mat_software_aa_edge_threshold 9
  132. mat_software_aa_tap_offset "1"
  133.  
  134. cl_ejectbrass 0
  135. muzzleflash_light 0
  136. cl_muzzleflash_dlight_1st 0
  137. cl_new_impact_effects 0
  138. cl_rumblescale 0
  139. cl_debugrumble 0
  140.  
  141. mat_reduceparticles 1
  142.  
  143. r_3dnow 0
  144. r_3dsky 0
  145.  
  146.  
  147. mat_forcemanagedtextureintohardware 0
  148.  
  149.  
  150. mat_queue_mode "1" // "2" may give better FPS for quad-cores, "1" may give better FPS for dual-cores
  151.  
  152. host_thread_mode "1" // set to "0" when creating a listen server (i.e. tr_walkway)
  153.  
  154. cl_threaded_bone_setup "0"
  155. cl_threaded_client_leaf_system "0"
  156. r_threaded_client_shadow_manager "1" // maybe works
  157. r_threaded_particles "1"
  158. r_threaded_renderables "1"
  159. r_queued_decals "0"
  160. r_queued_post_processing "0"
  161. studio_queue_mode "1"
  162. mp_usehwmmodels "-1"
  163. mp_usehwmvcds "-1"
  164.  
  165.  
  166. rope_shake 0
  167. rope_smooth 0
  168. rope_wind_dist 0
  169. rope_collide 0
  170. rope_subdiv 0
  171. rope_smooth_enlarge 0
  172. rope_smooth_maxalpha 0
  173. rope_smooth_maxalphawidth 0
  174. rope_smooth_minalpha 0
  175. rope_smooth_minwidth 0
  176. rope_averagelight 0
  177. r_ropetranslucent 0
  178. r_queued_ropes 0
  179.  
  180.  
  181. cc_subtitles 0
  182. cl_downloadfilter "nosounds"
  183. cl_allowdownload 0
  184. cl_allowupload 1
  185. commentary 0
  186. overview_mode 0
  187. adsp_debug 0
  188. cl_clearhinthistory 1
  189. cl_showhelp 0
  190. cl_debugrumble "0"
  191. cl_rumblescale "0"
  192.  
  193. cl_detaildist 0
  194. cl_detailfade 0
  195. cl_drawmonitors 0
  196. cl_ejectbrass 0
  197. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  198. cl_new_impact_effects 0
  199. cl_show_splashes 0
  200. func_break_max_pieces 0
  201. glow_outline_effect_enable 0 // Cart glow effect.
  202. lod_transitiondist 0
  203. mat_antialias 0
  204. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  205. // a strange `shine' effect to appear on all players.
  206. mat_colcorrection_disableentities 1
  207. mat_colorcorrection 0
  208. mat_disable_bloom 1
  209. mat_disable_fancy_blending 1
  210. mat_disable_lightwarp 1
  211. mat_envmapsize 8
  212. mat_envmaptgasize 8
  213. mat_filterlightmaps 0
  214. mat_filtertextures 0
  215. mat_forceaniso 1
  216. mat_hdr_level 0
  217. mat_max_worldmesh_vertices 512
  218. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  219. // to get it darker. Only works in fullscreen.
  220. mat_motion_blur_enabled 0
  221. mat_parallaxmap 0
  222. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  223. // at a range from -1 to 2, -1 being the best quality, 2 being the
  224. // worst.
  225. mat_reducefillrate 1
  226. mat_reduceparticles 1
  227. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  228. // non-shiny, and will remove some specular effects from in-game
  229. // entities which support it. Setting this to 1 on dx8 will
  230. // result in some strange `fire' textures replacing their
  231. // appropriate counterparts, especially on medals, and certain
  232. // hats.
  233. mat_trilinear 0
  234. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  235. mat_viewportupscale 1
  236. mat_wateroverlaysize 1
  237. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  238. // scattergun without any real performance loss.
  239. r_3dsky 0
  240. r_ambientboost 0
  241. r_ambientfactor 0
  242. r_ambientmin 0
  243. r_avglight 0
  244. r_cheapwaterend 1
  245. r_cheapwaterstart 1
  246. r_decals 1
  247. r_decalstaticprops 0
  248. r_decal_cullsize 15
  249. r_drawdetailprops 0
  250. r_drawmodeldecals 0
  251. r_drawflecks 0
  252. r_dynamic 0
  253. r_flashlightdepthtexture 0
  254. r_forcewaterleaf 1
  255. r_lightaverage 0
  256. r_maxnewsamples 2
  257. r_maxsampledist 1
  258. r_propsmaxdist 0
  259. r_renderoverlayfragment 0
  260. r_staticprop_lod 4
  261. r_waterdrawreflection 0
  262. r_waterdrawrefraction 1
  263. r_waterforceexpensive 0
  264. r_waterforcereflectentities 0
  265. rope_averagelight 0
  266. rope_collide 0
  267. rope_rendersolid 0
  268. rope_shake 0
  269. rope_smooth 0
  270. rope_subdiv 0
  271. rope_wind_dist 0
  272. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  273. // it, for example, setting this to `1'
  274. // disables rain effects on *_sawmill.
  275. tracer_extra 0
  276. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  277. violence_hblood 1
  278. r_waterforceexpensive 0
  279. mat_wateroverlaysize 1
  280. r_cheapwaterend 200
  281. r_cheapwaterstart 300
  282. mat_forcemanagedtextureintohardware 0
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