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- if not game:IsLoaded() then repeat wait() until game:IsLoaded() end
- if hookfunction and setreadonly then
- local mt = getrawmetatable(game)
- local old = mt.__newindex
- setreadonly(mt, false)
- local sda
- sda = hookfunction(old, function(t, k, v)
- if k == "Material" then
- if v ~= Enum.Material.Neon and v ~= Enum.Material.Plastic and v ~= Enum.Material.ForceField then v = Enum.Material.Plastic end
- elseif k == "TopSurface" then v = "Smooth"
- elseif k == "Reflectance" or k == "WaterWaveSize" or k == "WaterWaveSpeed" or k == "WaterReflectance" then v = 0
- elseif k == "WaterTransparency" then v = 1
- elseif k == "GlobalShadows" then v = false end
- return sda(t, k, v)
- end)
- setreadonly(mt, true)
- end
- local g = game
- local w = g.Workspace
- local l = g:GetService"Lighting"
- local t = w:WaitForChild"Terrain"
- t.WaterWaveSize = 0
- t.WaterWaveSpeed = 0
- t.WaterReflectance = 0
- t.WaterTransparency = 1
- l.GlobalShadows = false
- settings().Rendering.QualityLevel = "Level01"
- function change(v)
- pcall(function()
- if v.Material ~= Enum.Material.Neon and v.Material ~= Enum.Material.Plastic and v.Material ~= Enum.Material.ForceField then
- pcall(function() v.Reflectance = 0 end)
- pcall(function() v.Material = Enum.Material.Plastic end)
- pcall(function() v.TopSurface = "Smooth" end)
- end
- end)
- end
- game.DescendantAdded:Connect(function(v)
- pcall(function()
- if v:IsA"Part" then change(v)
- elseif v:IsA"MeshPart" then change(v)
- elseif v:IsA"TrussPart" then change(v)
- elseif v:IsA"UnionOperation" then change(v)
- elseif v:IsA"CornerWedgePart" then change(v)
- elseif v:IsA"WedgePart" then change(v) end
- end)
- end)
- for e, g in pairs(l:GetChildren()) do
- if
- g:IsA("BlurEffect") or g:IsA("SunRaysEffect") or g:IsA("ColorCorrectionEffect") or g:IsA("BloomEffect") or
- g:IsA("DepthOfFieldEffect")
- then
- g.Enabled = false
- end
- end
- sethiddenproperty(game.Lighting, "Technology", "Compatibility")
- spawn(function()
- for i, v in pairs(game:GetDescendants()) do
- pcall(function()
- if v:IsA"Part" then change(v)
- elseif v:IsA"MeshPart" then change(v)
- elseif v:IsA"TrussPart" then change(v)
- elseif v:IsA"UnionOperation" then change(v)
- elseif v:IsA"CornerWedgePart" then change(v)
- elseif v:IsA"WedgePart" then change(v) end
- end)
- if string.find(tostring(i), "50$") or string.find(tostring(i), "00$") then game:FindService"RunService".Heartbeat:wait() end
- end
- end)
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