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  1. "GameInfo"
  2. {
  3. game "Half-Life: Alyx"
  4. title "Half-Life: Alyx"
  5. type singleplayer_only
  6. nomodels 1
  7. nohimodel 1
  8.  
  9. nodegraph 0
  10. tonemapping 1 // Show tonemapping ui in tools mode
  11. GameData "hlvr.fgd"
  12.  
  13. FileSystem
  14. {
  15. //
  16. // The code that loads this file automatically does a few things here:
  17. //
  18. // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  19. // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
  20. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  21. // 3. If no "Mod" key, for the first "Game" search path, it adds a search path called "MOD".
  22. // 4. If no "Write" key, for the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  23. //
  24.  
  25. //
  26. // Search paths are relative to the exe directory\..\
  27. //
  28.  
  29. SearchPaths
  30. {
  31. Game "../../../workshop/content/546560/2495737600"
  32. Game hlvr
  33. Game core
  34. Mod hlvr
  35. Write "../../../workshop/content/546560/2495737600"
  36. Write hlvr
  37. AddonRoot hlvr_addons
  38. }
  39. }
  40.  
  41. MaterialSystem2
  42. {
  43. RenderModes
  44. {
  45. "game" "Default"
  46. "game" "VrForward"
  47. "game" "Depth"
  48. "game" "Decals"
  49. "game" "Reflex"
  50.  
  51. "dev" "ToolsShadingComplexity"
  52. "dev" "ToolsVis" // Visualization modes for all shaders (lighting only, normal maps only, etc.)
  53. "dev" "ToolsWireframe" // This should use the ToolsVis mode above instead of being its own mode
  54. "tools" "ToolsUtil" // Meant to be used to render tools sceneobjects that are mod-independent, like the origin grid
  55. }
  56.  
  57. ToolsShadingComplexity
  58. {
  59. "TargetRenderMode" "VrForward"
  60. }
  61.  
  62. ShaderIDColors
  63. {
  64. "generic.vfx" "255 0 255"
  65.  
  66. "vr_simple.vfx" "0 255 0"
  67. "vr_bloody_simple.vfx" "64 255 0"
  68. "vr_simple_2way_blend.vfx" "186 255 0"
  69. "vr_simple_2layer_parallax.vfx" "255 186 0"
  70. "vr_simple_3layer_parallax.vfx" "255 64 0"
  71. "vr_simple_blend_to_triplanar.vfx" "255 186 128"
  72. "vr_simple_blend_to_xen_membrane.vfx" "255 128 186"
  73. "vr_basic.vfx" "255 255 255"
  74.  
  75. "vr_complex.vfx" "128 0 186"
  76. "vr_glass.vfx" "0 255 255"
  77. "vr_shatterglass.vfx" "0 0 255"
  78. }
  79. }
  80.  
  81. MaterialEditor
  82. {
  83. "DefaultShader" "vr_simple"
  84. }
  85.  
  86. Source1Import
  87. {
  88. "importmod" "ep2"
  89. "importdir" "..\hlvr"
  90. }
  91.  
  92. Engine2
  93. {
  94. "HasModAppSystems" "1"
  95. "Capable64Bit" "1"
  96. "URLName" "hlvr"
  97. "UsesPanorama" "1"
  98. "UsesBink" "0"
  99. "PanoramaUIClientFromClient" "1"
  100. "RenderingPipeline"
  101. {
  102. "SkipPostProcessing" "0"
  103. "PostProcessingInMainPipeline" "1"
  104. "TonemappingVRForward" "1"
  105. "Tonemapping_UseLogLuminance" "1"
  106. "ToolsVisModes" "1"
  107. "OpaqueFade" "1"
  108. "AmbientOcclusionProxies" "1"
  109. "RetinaBurnFx" "1"
  110. "HighPrecisionLighting" "1"
  111. }
  112. // Default MSAA sample count when run in non-VR mode
  113. "MSAADefaultNonVR" "4"
  114. "SuppressNonConsoleVGuiInVR" "1"
  115. }
  116.  
  117. SceneSystem
  118. {
  119. "SunLightMaxCascadeSize" "0"
  120. "SunLightMaxShadowBufferSize" "0"
  121. "SunLightMaxCascadeSizeTools" "2"
  122. "SunLightMaxShadowBufferSizeTools" "2048"
  123. "SunLightShadowRenderMode" "Depth"
  124. "VrLightBinner" "1"
  125. "VrLightBinnerMaxLights" "128" // must be the same as MAX_LIGHTS in vr_lighting.fxc
  126. "VrLightBinnerSingleLightFastPath" "1"
  127. "VrDefaultShadowTextureWidth" "4096"
  128. "VrDefaultShadowTextureHeight" "4096"
  129. "VrShadowDepthMasks" "1"
  130. "VrLightBinnerShadowViewsNeedPerViewLightingConstants" "1"
  131. "PointLightShadowsEnabled" "1"
  132. "Tonemapping" "1"
  133. "VolumetricFog" "1"
  134. "NonTexturedGradientFog" "1"
  135. "CubemapFog" "1"
  136. "BloomEnabled" "1"
  137. "HDRFrameBuffer" "1"
  138. "DisableShadowFullSort" "1"
  139. "PerObjectLightingSetup" "1"
  140. "CharacterDecals" "1"
  141. "EnvironmentalInteraction" "1"
  142. "VrTeleportPathRendering" "1"
  143. "MaxAutoPartitions" "8"
  144. "TransformFormat" "TINTRGBA8_ENVMAPIDX"
  145. }
  146.  
  147. ToolsEnvironment
  148. {
  149. "Engine" "Source 2"
  150. "ToolsDir" "../sdktools" // NOTE: Default Tools path. This is relative to the mod path.
  151. }
  152.  
  153. Hammer
  154. {
  155. "fgd" "hlvr.fgd" // NOTE: This is relative to the 'game' path.
  156. "GameFeatureSet" "HalfLife"
  157. "DefaultTextureScale" "0.250000"
  158. "DefaultSolidEntity" "trigger_multiple"
  159. "DefaultPointEntity" "info_player_start"
  160. "DefaultPathEntity" "path_particle_rope"
  161. "NavMarkupEntity" "func_hlvr_nav_markup"
  162. "OverlayBoxSize" "8"
  163. "UsesBakedLighting" "1"
  164. "TileMeshesEnabled" "1"
  165. "DefaultMinDrawVolumeSize" "128"
  166. "RenderMode" "ToolsVis"
  167. "DefaultMinTrianglesPerCluster" "2048"
  168. "CreateRenderClusters" "1"
  169. "ShadowAtlasWidth" "6144"
  170. "ShadowAtlasHeight" "6144"
  171. "TimeSlicedShadowMapRendering" "1"
  172. "SteamAudioEnabled" "1"
  173. "Required3dSkyboxEntities" "sky_camera"
  174. "ModelStateAutoConversionEntities"
  175. {
  176. "0" "prop_ragdoll"
  177. }
  178. "AddonMapCommand" "addon_tools_map"
  179. "AddonMapCommandIsAddonImplied" "1"
  180. }
  181.  
  182. ModelDoc
  183. {
  184. "models_gamedata" "models_gamedata.fgd"
  185. "export_modeldoc" "1"
  186. "features" "animgraph;modelconfig"
  187. }
  188.  
  189. PostProcessingEditor
  190. {
  191. "supports_vignette" "0"
  192. }
  193.  
  194. RenderPipelineAliases
  195. {
  196. "Tools" "VR"
  197. "EnvMapBake" "VR"
  198. }
  199.  
  200. SoundTool
  201. {
  202. "DefaultSoundEventType" "hlvr_default_3d"
  203. }
  204.  
  205. BugReporter
  206. {
  207. "AutoBugProduct" "Half-Life VR"
  208. }
  209.  
  210. ResourceCompiler
  211. {
  212. // Overrides of the default builders as specified in code, this controls which map builder steps
  213. // will be run when resource compiler is run for a map without specifiying any specific map builder
  214. // steps. Additionally this controls which builders are displayed in the hammer build dialog.
  215. DefaultMapBuilders
  216. {
  217. "bakedlighting" "1" // Enable lightmapping during compile time
  218. "envmap" "0" // Using env_cubemap entities
  219. "nav" "1" // Generate nav mesh data
  220. "sareverb" "1" // Bake Steam Audio reverb
  221. "sapaths" "1" // Bake Steam Audio pathing info
  222. }
  223.  
  224. TextureCompiler
  225. {
  226. MinRoughness "0.01" // Minimum roughness value for PBR
  227. MaxRoughnessAnisotropy "8.0" // Maximum roughness anisotropy for PBR
  228. CompressMipsOnDisk "1"
  229. CompressMinRatio "95"
  230. }
  231.  
  232. MeshCompiler
  233. {
  234. PerDrawCullingData "1"
  235. EncodeVertexBuffer "1"
  236. EncodeIndexBuffer "1"
  237. }
  238.  
  239. WorldRendererBuilder
  240. {
  241. FixTJunctionEdgeCracks "1"
  242. VisibilityGuidedMeshClustering "1"
  243. MinimumTrianglesPerClusteredMesh "2048"
  244. MinimumVerticesPerClusteredMesh "2048"
  245. MinimumVolumePerClusteredMesh "768" // ~9x9x9 cube
  246. MaxPrecomputedVisClusterMembership "48"
  247. MaxCullingBoundsGroups "64"
  248. }
  249.  
  250. PhysicsBuilder
  251. {
  252. DefaultHammerMeshSimplification "0.1"
  253. }
  254.  
  255. BakedLighting
  256. {
  257. Version 1
  258. IndexResolutionDivisor 4
  259. IndexCountMax 256
  260. LightmapChannels
  261. {
  262. direct_light_indices 1
  263. direct_light_strengths 1
  264. irradiance 1
  265. debug_chart_color 1
  266. directional_irradiance 1
  267. // data is in directional_irradiance
  268. //ao 1
  269. }
  270. }
  271.  
  272. SteamAudio
  273. {
  274. Probes
  275. {
  276. GridSpacing "3.0"
  277. HeightAboveFloor "1.5"
  278. }
  279. Reverb
  280. {
  281. NumRays "32768"
  282. NumBounces "64"
  283. IRDuration "1.0"
  284. AmbisonicsOrder "1"
  285. }
  286. Pathing
  287. {
  288. NumVisSamples "1"
  289. ProbeVisRadius "3.0"
  290. ProbeVisThreshold "0.01"
  291. ProbePathRange "1000.0"
  292. }
  293. }
  294.  
  295. VisBuilder
  296. {
  297. MaxVisClusters "2048"
  298. }
  299. }
  300.  
  301. WorldRenderer
  302. {
  303. "IrradianceVolumes" "0"
  304. "EnvironmentMaps" "1"
  305. "EnvironmentMapFaceSize" "256"
  306. "EnvironmentMapRenderSize" "1024"
  307. "EnvironmentMapFormat" "BC6H"
  308. "EnvironmentMapColorSpace" "linear"
  309. "EnvironmentMapMipProcessor" "GGXCubeMapBlur"
  310. // Build cubemaps into a cube array instead of individual cubemaps.
  311. "EnvironmentMapUseCubeArray" "1"
  312. }
  313.  
  314. NavSystem
  315. {
  316. "NavTileSize" "128.0"
  317. "NavCellSize" "1.5"
  318. "NavCellHeight" "2.0"
  319.  
  320. "NavAgentNumHulls" "3"
  321.  
  322. "NavAgentRadius_0" "12.0"
  323. "NavAgentHeight_0" "24.0"
  324. "NavAgentMaxClimb_0" "15.5"
  325. "NavAgentMaxSlope_0" "50"
  326. "NavAgentMaxJumpDownDist_0" "0.0"
  327. "NavAgentMaxJumpUpDist_0" "0.0"
  328. "NavAgentMaxJumpHorizDistBase_0" "64.0"
  329.  
  330. "NavAgentRadius_1" "16.0"
  331. "NavAgentHeight_1" "79.0"
  332. "NavAgentMaxClimb_1" "15.5"
  333. "NavAgentMaxSlope_1" "50"
  334. "NavAgentMaxJumpDownDist_1" "0.0"
  335. "NavAgentMaxJumpUpDist_1" "0.0"
  336. "NavAgentMaxJumpHorizDistBase_1" "64.0"
  337.  
  338. "NavAgentRadius_2" "23.0"
  339. "NavAgentHeight_2" "69.0"
  340. "NavAgentMaxClimb_2" "15.5"
  341. "NavAgentMaxSlope_2" "50"
  342. "NavAgentMaxJumpDownDist_2" "240.0"
  343. "NavAgentMaxJumpUpDist_2" "240.0"
  344. "NavAgentMaxJumpHorizDistBase_2" "64.0"
  345.  
  346. "NavRegionMinSize" "8"
  347. "NavRegionMergeSize" "20"
  348. "NavEdgeMaxLen" "1200"
  349. "NavEdgeMaxError" "51.0"
  350. "NavVertsPerPoly" "4"
  351. "NavDetailSampleDistance" "120.0"
  352. "NavDetailSampleMaxError" "2.0"
  353. "NavSmallAreaOnEdgeRemovalSize" "-1.0"
  354. }
  355.  
  356. RenderingBudget
  357. {
  358. "ArtistTrianglesRendered" "1000000"
  359. }
  360.  
  361. PhysicsBudget
  362. {
  363. "HullBudgetMin" "16"
  364. "HullBudgetMax" "64"
  365. "MeshBudgetMin" "64"
  366. "MeshBudgetMax" "512"
  367. }
  368.  
  369. RenderSystem
  370. {
  371. "AllowSampleableDepthInVr" "1"
  372. "AllowPartialMipChainImmediateTexLoads" "1"
  373. "MaxPreloadTextureResolution" "256"
  374. "MinStreamingPoolSizeMB" "1536"
  375. "SetInitialStreamingPoolSizeFromBudget" "1"
  376. "VulkanUseStreamingTextureManager" "1"
  377. "VulkanMutableSwapchain" "1"
  378. "VulkanSteamShaderCache" "1"
  379. "VulkanSteamAppShaderCache" "1"
  380. "VulkanSteamDownloadedShaderCache" "0"
  381. "VulkanAdditionalShaderCache" "vulkan_shader_cache.foz"
  382. "VulkanStagingPMBSizeLimitMB" "128"
  383. }
  384.  
  385. Particles
  386. {
  387. FeatureID 324234
  388. PET_AllowScreenSpaceOverlay 1
  389. PET_SupportFadingOpaqueModels 1
  390. Budget_SimulationUS 100
  391. Budget_RenderUS 100
  392. Budget_InterectionTests 20
  393. Budget_RealTraces 5
  394. Budget_EstimatedTraceCostUS 15
  395. Budget_OverallocationThreshold 2.5
  396. }
  397.  
  398. AnimationSystem
  399. {
  400. NumDecodeCaches "16"
  401. DecodeCacheMemoryKB "512"
  402. }
  403.  
  404. SoundSystem
  405. {
  406. "SteamAudioEnabled" "1"
  407. Budget_StackSimulationUS 25
  408. Budget_FirstStackSimulationUS 50
  409. }
  410.  
  411. GameInstructor
  412. {
  413. "SaveToSavegames" "1"
  414. }
  415.  
  416. Vr
  417. {
  418. "PreAllocateScratchRenderTargets" "0"
  419. "FilterFidelityLevelsByGPUMemoryRatio" "1"
  420. "MultiviewInstancing" "1"
  421. "TickRateLockedToDisplayRate" "1"
  422. "VrFidelityConfigName" "hlvr"
  423. }
  424. }
  425.  
  426.  
  427.  
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