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  1. // ----------------------------------------------------------------------------
  2. // Shadows
  3. // ----------------------------------------------------------------------------
  4.  
  5. // Disable shadows
  6. mat_shadowstate 0
  7. r_shadowmaxrendered 0
  8. r_shadowrendertotexture 0
  9. r_shadows 0
  10.  
  11. // Enable shadows -- uncomment this section if you want these settings
  12. //mat_shadowstate 1
  13. //r_shadowmaxrendered 11
  14. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  15. // competitive TF2 players to see opponents standing
  16. // near the other side of a wall. You may see some
  17. // performance loss from setting this to `1'.
  18. //r_shadows 1
  19.  
  20. // ----------------------------------------------------------------------------
  21. // Facial features
  22. // ----------------------------------------------------------------------------
  23.  
  24. // Disable facial features
  25. r_eyes 0
  26. r_flex 0
  27. r_lod 2
  28. r_rootlod 2
  29. r_teeth 0
  30.  
  31. // Enable facial features -- uncomment this section if you want these settings
  32. //r_eyes 1
  33. //r_flex 1
  34. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  35. //r_rootlod 1
  36. //r_teeth 1
  37.  
  38. // ----------------------------------------------------------------------------
  39. // Graphical
  40. // ----------------------------------------------------------------------------
  41. // Now we come to the main brunt of the config. You probably don't want to mess
  42. // with this.
  43. // ----------------------------------------------------------------------------
  44. cl_detaildist 0
  45. cl_detailfade 0
  46. cl_drawmonitors 0
  47. cl_ejectbrass 0
  48. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  49. cl_new_impact_effects 0
  50. cl_show_splashes 0
  51. //func_break_max_pieces 3
  52. glow_outline_effect_enable 0 // Cart glow effect.
  53. lod_transitiondist 0
  54. mat_antialias 0
  55. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  56. // a strange `shine' effect to appear on all players.
  57. mat_colcorrection_disableentities 1
  58. mat_colorcorrection 0
  59. mat_disable_bloom 1
  60. mat_disable_fancy_blending 1
  61. mat_disable_lightwarp 1
  62. mat_envmapsize 8
  63. //mat_envmaptgasize 0
  64. mat_filterlightmaps 0
  65. mat_filtertextures 0
  66. mat_forceaniso 0
  67. mat_hdr_level 0
  68. mat_max_worldmesh_vertices 512
  69. //mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 //line 426
  70. // to get it darker. Only works in fullscreen.
  71. mat_motion_blur_enabled 0
  72. mat_parallaxmap 0
  73. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  74. // at a range from -1 to 2, -1 being the best quality, 2 being the
  75. // worst.
  76. mat_reducefillrate 1
  77. mat_reduceparticles 1
  78. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  79. // non-shiny, and will remove some specular effects from in-game
  80. // entities which support it. Setting this to 1 on dx8 will
  81. // result in some strange `fire' textures replacing their
  82. // appropriate counterparts, especially on medals, and certain
  83. // hats.
  84. mat_trilinear 0
  85. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  86. mat_viewportupscale 1
  87. mat_wateroverlaysize 1
  88. //mp_decals 1 // `9' is a good value to still see the spread pattern from a
  89. // scattergun without any real performance loss.
  90. r_3dsky 0
  91. r_ambientboost 0
  92. r_ambientfactor 0
  93. r_ambientmin 0
  94. r_avglight 0
  95. //r_cheapwaterend 1
  96. r_cheapwaterstart 1
  97. r_decals 1
  98. r_decalstaticprops 0
  99. //r_decal_cullsize 15
  100. r_drawdetailprops 0
  101. r_drawmodeldecals 0
  102. r_drawflecks 0
  103. r_dynamic 0
  104. r_flashlightdepthtexture 0
  105. r_forcewaterleaf 1
  106. r_lightaverage 0
  107. //r_maxnewsamples 2
  108. //r_maxsampledist 1
  109. //r_propsmaxdist 0
  110. r_renderoverlayfragment 0
  111. r_staticprop_lod 4
  112. r_waterdrawreflection 0
  113. r_waterdrawrefraction 0
  114. r_waterforceexpensive 0
  115. r_waterforcereflectentities 0
  116. rope_averagelight 0
  117. rope_collide 0
  118. rope_rendersolid 0
  119. rope_shake 0
  120. rope_smooth 0
  121. rope_subdiv 0
  122. rope_wind_dist 0
  123. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  124. // it, for example, setting this to `1'
  125. // disables rain effects on *_sawmill.
  126. tracer_extra 0
  127. violence_ablood 1
  128. violence_hblood 1
  129.  
  130. // ----------------------------------------------------------------------------
  131. // Threading
  132. // ----------------------------------------------------------------------------
  133. mat_queue_mode 2
  134. // mat_queue mode is another frequently asked about cvar, it
  135. // defines the threading method to be used by the material
  136. // system. It has been unstable to use in the past, but
  137. // nowadays it's generally okay.
  138. //
  139. // Here are the possible values:
  140. // -2 legacy default
  141. // -1 default
  142. // 0 synchronous single thread
  143. // 1 queued single thread
  144. // 2 queued multithreaded
  145. //
  146. // If you have problems with the value `2', try setting it to
  147. // `-1'.
  148. //
  149. // As an aside, there are quite a few bugs in the demo system
  150. // that occur when mat_queue_mode is set to a value that is
  151. // not `-1'. If you intend to do work with the demo system,
  152. // maybe you should change this.
  153.  
  154. cl_threaded_bone_setup 0
  155. cl_threaded_client_leaf_system 0
  156. r_queued_decals 0
  157. //r_queued_ropes 1
  158. //r_queued_post_processing 1
  159. //r_threaded_client_shadow_manager 0
  160. //r_threaded_particles 0
  161. //r_threaded_renderables 1
  162.  
  163. // ----------------------------------------------------------------------------
  164. // Misc
  165. // ----------------------------------------------------------------------------
  166. cl_forcepreload 1 // Force preloading
  167.  
  168. // FPS Config
  169. // ----------------------------------------------------------------------------
  170. mat_mipmaptextures "1" // texture quality decreases with distance
  171. mat_bufferprimitives "1"
  172. mat_compressedtextures "1"
  173. mat_debugdepthval "0"
  174. mat_debugdepthvalmax "0"
  175. mat_hdr_enabled "0"
  176. mat_use_compressed_hdr_textures "1"
  177. mat_aaquality "0"
  178. mat_softwarelighting "0"
  179. mat_autoexposure_max "0"
  180. mat_autoexposure_min "0"
  181. mat_bloomscale "0"
  182. mat_bloom_scalefactor_scalar "0"
  183. mat_disable_ps_patch "1"
  184. mat_fastspecular "1"
  185. mat_fastnobump "0"
  186. mat_forcemanagedtextureintohardware "0"
  187. mat_framebuffercopyoverlaysize "0"
  188. mat_diffuse "1"
  189. mat_software_aa_blur_one_pixel_lines "0"
  190. mat_software_aa_strength "0"
  191. mat_software_aa_strength_vgui "0"
  192. mat_software_aa_tap_offset "0"
  193. mat_alphacoverage "0"
  194. mat_non_hdr_bloom_scalefactor "0"
  195. mat_maxframelatency "0"
  196. snd_mixahead "0.1"
  197. dsp_volume "1"
  198. dsp_spatial "40"
  199. dsp_speaker "50"
  200. dsp_water "14
  201. soundscape_flush "1" // Flushes the server & client side soundscapes
  202. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  203. r_dopixelvisibility "0"
  204. r_PhysPropStaticLighting "0"
  205. r_occlusion "1" // Activate/deactivate the occlusion system.
  206. r_worldlights "0" // number of world lights to use per vertex
  207. r_3dnow "0" // Enable/disable 3DNow code
  208. r_sse2 "1" // Enable/disable SSE2 code
  209. r_ropetranslucent "0"
  210. r_drawbatchdecals "0"
  211. r_hunkalloclightmaps "0"
  212. r_maxdlights "0"
  213. r_maxmodeldecal "0"
  214. r_minnewsamples "0"
  215. r_bloomtintg "0"
  216. r_bloomtintb "0"
  217. r_bloomtintexponent "0"
  218. r_bloomtintr "0"
  219. r_lightcache_zbuffercache "0"
  220. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  221. cl_muzzleflash_dlight_1st "0"
  222. cl_predictweapons "1"
  223. cl_predict "1"
  224. tf_playergib "0"
  225. cl_showhelp "0"
  226. cl_showpluginmessages "0" // Allow plugins to display messages to you
  227. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  228. cl_debugrumble "0" // Turn on rumble debugging spew
  229. cl_ragdoll_collide "0"
  230. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  231. sv_forcepreload "1" // forces preload to help increase performance
  232. jpeg_quality "100" // jpeg screenshot quality.
  233. commentary "0" // desired commentary mode state
  234. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  235. prop_active_gib_limit "0"
  236. showhitlocation "1"
  237. gl_clear "0"
  238. muzzleflash_light "0"
  239. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  240. adsp_debug "0"
  241. //mp_usehwmmodels "0"
  242. //mp_usehwmvcds "0"
  243.  
  244. // -----------------
  245. // Commands
  246. // -----------------
  247.  
  248. mat_disablephong "1"
  249. cl_software_cursor "1"
  250. m_customaccel_exponent "0"
  251. m_customaccel_max "0"
  252. m_customaccel_scale "0"
  253. m_forward "1"
  254. m_mousespeed "1"
  255. nb_shadow_dist "0"
  256. r_eyegloss "0"
  257. r_eyemove "0"
  258. r_eyeshift_x "0"
  259. r_eyeshift_y "0"
  260. r_eyeshift_z "0"
  261. r_eyesize "0"
  262. blink_duration "0"
  263. r_ragdoll_pronecheck_distance
  264. mat_software_aa_quality "0"
  265. mat_software_aa_edge_threshold "9"
  266. host_thread_mode "1"
  267. studio_queue_mode "1"
  268. rope_smooth_maxalpha "0"
  269. rope_smooth_maxalphawidth "0"
  270. rope_smooth_minalpha "0"
  271. rope_smooth_minwidth "0"
  272.  
  273. // ---------------
  274.  
  275. mat_phong 0
  276. m_filter "0"
  277. m_customaccel "0"
  278. m_mouseaccel1 "0"
  279. m_mouseaccel2 "0"
  280. ai_expression_optimization "0"
  281. mat_softwarelighting "1"
  282. mat_showlowresimage 1
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