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[SystemSettings] ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!! ; TJ Hawken - new param DynamicLightEnvUpdateScale=1 StaticDecals=True DynamicDecals=True UnbatchedDecals=True DecalCullDistanceScale=1.0 DynamicLights=True DynamicShadows=True LightEnvironmentShadows=True CompositeDynamicLights=True SHSecondaryLighting=True DirectionalLightmaps=True MotionBlur=True MotionBlurPause=True MotionBlurSkinning=1 DepthOfField=True AmbientOcclusion=True Bloom=True bAllowLightShafts=True Distortion=True FilteredDistortion=True DropParticleDistortion=False bAllowDownsampledTranslucency=False ; NVCHANGE_BEGIN: Add Particle Downsampling & Blur NVParticleDownsampling=True NVParticleDownsamplingThreshold=100.0 NVParticleBlur=True NVParticleBlurMaxRadiusScale=8.0 ; NVCHANGE_END: Add Particle Downsampling & Blur ; NVCHANGE_BEGIN: Add Opacity Shadows NVOpacityShadows=True NVOpaqueOpacityShadows=True NVOpacityShadowResolution=128 ; NVCHANGE_END: Add Opacity Shadows ; NVCHANGE_BEGIN: Enable collision for PhysX features NvMeshComplexityThreshold=50 ; 0 means off (no special tri-collision) ; NVCHANGE_END: Enable collision for PhysX features SpeedTreeLeaves=True SpeedTreeFronds=True OnlyStreamInTextures=False LensFlares=True FogVolumes=True FloatingPointRenderTargets=True OneFrameThreadLag=True UseVsync=False UpscaleScreenPercentage=True Fullscreen=False AllowOpenGL=False AllowRadialBlur=True AllowSubsurfaceScattering=True AllowImageReflections=True AllowImageReflectionShadowing=True bAllowSeparateTranslucency=False bAllowPostprocessMLAA=False bAllowPostprocess=True bAllowPostprocessAA=True bAllowStatic=True bAllowHighQualityMaterials=True MaxFilterBlurSampleCount=16 SkeletalMeshLODBias=0 ParticleLODBias=0 DetailMode=2 MaxDrawDistanceScale=1 ShadowFilterQualityBias=0 MaxAnisotropy=4 MaxMultiSamples=1 bAllowD3D9MSAA=False bAllowTemporalAA=False TemporalAA_MinDepth=500 TemporalAA_StartDepthVelocityScale=100 MinShadowResolution=64 MinPreShadowResolution=8 MaxShadowResolution=1120 MobileShadowTextureResolution=1120 MaxWholeSceneDominantShadowResolution=1344 ShadowFadeResolution=128 PreShadowFadeResolution=16 ShadowFadeExponent=.25 ResX=1280 ResY=720 ScreenPercentage=100.000000 SceneCaptureStreamingMultiplier=1.000000 ShadowTexelsPerPixel=1.27324 PreShadowResolutionFactor=.5 bEnableBranchingPCFShadows=False bAllowHardwareShadowFiltering=False TessellationAdaptivePixelsPerTriangle=48.0 bEnableForegroundShadowsOnWorld=True bEnableForegroundSelfShadowing=False bAllowWholeSceneDominantShadows=True bUseConservativeShadowBounds=False ShadowFilterRadius=2 ; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts ShadowDepthBias=.012 ; This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts. PerObjectShadowTransition=60 ; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this value will be scaled by CSMSplitSoftTransitionDistanceScale below. PerSceneShadowTransition=600 ; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density CSMSplitPenumbraScale=.5 ; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades CSMSplitSoftTransitionDistanceScale=4 ; This scales ShadowDepthBias for the further cascades CSMSplitDepthBiasScale=.5 ; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming CSMMinimumFOV=40 ; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps CSMFOVRoundFactor=4 UnbuiltWholeSceneDynamicShadowRadius=20000 UnbuiltNumWholeSceneDynamicShadowCascades=3 WholeSceneShadowUnbuiltInteractionThreshold=50 bAllowFracturedDamage=True NumFracturedPartsScale=1.0 FractureDirectSpawnChanceScale=1.0 FractureRadialSpawnChanceScale=1.0 FractureCullDistanceScale=1.0 bForceCPUAccessToGPUSkinVerts=false bDisableSkeletalInstanceWeights=false HighPrecisionGBuffers=False ; Whether secondary displays are allowed AllowSecondaryDisplays=False ; The maximuim allowed width and height of secondary displays SecondaryDisplayMaximumWidth=1280.0 SecondaryDisplayMaximumHeight=720.0 ; Allow sleeping once a frame to give the rest of the system some time to run _and_ to smooth out CPU times AllowPerFrameSleep=True ; Allow yielding once a frame to give other threads time to run (AllowPerFrameSleep takes precedence) AllowPerFrameYield=True ;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending) MobileFeatureLevel=0 ;turn on all mobile features by default MobileFog=True MobileHeightFog=False MobileSpecular=True MobileBumpOffset=True MobileNormalMapping=True MobileEnvMapping=True MobileRimLighting=True MobileColorBlending=True MobileColorGrading=False MobileVertexMovement=True MobileOcclusionQueries=False MobileGlobalGammaCorrection=False MobileAllowGammaCorrectionWorldOverride=False MobileAllowDepthPrePass=False MobileGfxGammaCorrection=False MobileLODBias=-0.5 ;mobile skeletal mesh bone limit MobileBoneCount=75 ;limit for number of weights that will influence a skeletal mesh on mobile devices MobileBoneWeightCount=2 ;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders MobileUsePreprocessedShaders=True ;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime MobileFlashRedForUncachedShaders=False ;On mobile device, whether to load the shaders at startup or load on demand MobileWarmUpPreprocessedShaders=True ;Used to create a cache of shaders that were seen during an example run on PC MobileCachePreprocessedShaders=False ;Generates profiling information for generated shaders MobileProfilePreprocessedShaders=False ;Whether to slim down generated shader code during cooking MobileUseCPreprocessorOnShaders=True ;Whether to load the generated code from teh cooker MobileLoadCPreprocessedShaders=True ;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo) MobileSharePixelShaders=True ;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo) MobileShareVertexShaders=True ;Whether to share shaders (vertex & pixel) or re-compile for identical shaders MobileShareShaderPrograms=True ;Whether mobile antialiasing is enabled MobileEnableMSAA=False MobileContentScaleFactor=1.0 MobileVertexScratchBufferSize=150 MobileIndexScratchBufferSize=10 ;Settings to adjust light shafts on mobile MobileLightShaftScale=2.0 MobileLightShaftFirstPass=0.5 MobileLightShaftSecondPass=1.0 ;Default mobile shadows to on so they work in PIE/PC MobileModShadows=True MobileTiltShift=False MobileMaxMemory=300 MobilePostProcessBlurAmount = 32.0 ; true to allow for higher resolution timing on the device bMobileUsingHighResolutionTiming=True ; These settings are in percent of the screen height MobileTiltShiftPosition = 0.5 MobileTiltShiftFocusWidth = 0.3 MobileTiltShiftTransitionWidth = 0.5 MobileMaxShadowRange=500.0 MobileBloomTint = (R=1.0,G=0.75,B=0.0,A=1.0) MobileClearDepthBetweenDPG=False ; settings this to FALSE can result in incorrect shadow rendering on mobile (rare cases?) but good performance increase MobileSceneDepthResolveForShadows=TRUE MobileLandscapeLodBias=0 MobileUseShaderGroupForStartupObjects=FALSE MobileMinimizeFogShaders=FALSE MobileFXAAQuality=0 ApexLODResourceBudget=1000000000000000000000.0 ApexDestructionMaxChunkIslandCount=2500 ApexDestructionMaxShapeCount=0 ApexDestructionMaxChunkSeparationLOD=1.0 ApexDestructionMaxActorCreatesPerFrame=-1 ApexDestructionMaxFracturesProcessedPerFrame=-1 ApexDestructionSortByBenefit=True ApexGRBEnable=false ApexGRBGPUMemSceneSize=128 ApexGRBGPUMemTempDataSize=128 ApexGRBMeshCellSize=7.5 ApexGRBNonPenSolverPosIterCount=9; ApexGRBFrictionSolverPosIterCount=3; ApexGRBFrictionSolverVelIterCount=3; ApexGRBSkinWidth=0.025 ApexGRBMaxLinearAcceleration=1000000.0 bEnableParallelAPEXClothingFetch=True bApexClothingAsyncFetchResults=False ApexClothingAvgSimFrequencyWindow=60 ApexClothingAllowAsyncCooking=True ApexClothingAllowApexWorkBetweenSubsteps=FALSE ; Some Android-specific options AndroidAllowDepthPrePass=True TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5) TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear) [SystemSettingsBucket1] BasedOn=SystemSettings [SystemSettingsBucket2] BasedOn=SystemSettings [SystemSettingsBucket3] BasedOn=SystemSettings [SystemSettingsBucket4] BasedOn=SystemSettings [SystemSettingsBucket5] BasedOn=SystemSettings [SystemSettingsScreenshot] BasedOn=SystemSettings ; Modify various system settings to get the best quality regardless of performance impact MaxAnisotropy=16 ShadowFilterQualityBias=1 MinShadowResolution=16 ShadowFadeResolution=1 MinPreShadowResolution=16 PreShadowFadeResolution=1 ShadowTexelsPerPixel=4.0f PreShadowResolutionFactor=1.0 MaxShadowResolution=4096 MaxWholeSceneDominantShadowResolution=4096 CompositeDynamicLights=FALSE TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=linear,MipFilter=linear) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear) [SystemSettingsEditor] ; System settings overrides for the editor. Ideally the editor should use the same settings as the game. BasedOn=SystemSettings [SystemSettingsSplitScreen2] BasedOn=SystemSettings ; System settings overrides for split screen bAllowWholeSceneDominantShadows=False bAllowLightShafts=False ; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS DetailMode=1 [SystemSettingsMobile] BasedOn=SystemSettings ;mobile apps should default to fullscreen Fullscreen=True ;disable standard lighting path for mobile devices ;DirectionalLightmaps=False ;DynamicLights=False ;SHSecondaryLighting=False ;StaticDecals=True ;DynamicDecals=False ;UnbatchedDecals=False ;Disable post-process settings ;MotionBlur=FALSE ;MotionBlurPause=FALSE ;DepthOfField=FALSE AmbientOcclusion=FALSE ;Bloom=FALSE Bloom=TRUE ;Distortion=FALSE ;FilteredDistortion=FALSE ;DropParticleDistortion=TRUE ;FloatingPointRenderTargets=FALSE MaxAnisotropy=2 ;bAllowLightShafts=FALSE ;turn off by default for all mobile devices ;MobileModShadows=False ;MobileClearDepthBetweenDPG=False ; we have dedicated shaders for 1, 4 and 16 samples so for better performance we clamp MaxFilterBlurSampleCount=4 ; If MobileModShadows is enabled and depth textures are supported, projected shadow maps will be used. ; If MobileModShadows is enabled but no depth texture support, a blob shadow will be rendered. ; If MobileModShadows is disabled, a planar shadow will be rendered which is only appropriate for very restricted scenes with a completely flat area around the shadow caster. ;DynamicShadows=False ;MobileMaxMemory=300 ;MobileLandscapeLodBias=0 ;AllowRadialBlur=False ResX=1920 ResY=1200 [SystemSettingsMobilePreviewer] BasedOn=SystemSettingsMobile Fullscreen=False [SystemSettingsMobileTextureBias] BasedOn=SystemSettingsMobile ;Bias Texture settings by 1 LOD TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=linear,MipFilter=point) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point) [SystemSettingsAndroid] BasedOn=SystemSettingsBucket5 [SystemSettingsAndroid_Performance1_MemoryLow] BasedOn=SystemSettingsMobileTextureBias MobileFeatureLevel=1 MobileFog=False MobileSpecular=False MobileBumpOffset=False MobileNormalMapping=False MobileEnvMapping=False MobileRimLighting=False MobileContentScaleFactor=0.9375 [SystemSettingsAndroid_Performance2_MemoryLow] BasedOn=SystemSettingsMobileTextureBias MobileBumpOffset=False MobileNormalMapping=False MobileContentScaleFactor=0.9375 [SystemSettingsAndroid_Performance1_Memory1024] BasedOn=SystemSettingsMobile MobileFeatureLevel=1 MobileFog=False MobileSpecular=False MobileBumpOffset=False MobileNormalMapping=False MobileEnvMapping=False MobileRimLighting=False MobileContentScaleFactor=0.9375 [SystemSettingsAndroid_Performance2_Memory1024] BasedOn=SystemSettingsMobile MobileBumpOffset=False MobileNormalMapping=False MobileContentScaleFactor=0.9375 [SystemSettingsAndroid_Performance3_Memory1024] BasedOn=SystemSettingsMobile MobileContentScaleFactor=1.40625 ; Bloom (which needs DoF to run the UberPP) works on Android but is slow Bloom=TRUE DepthOfField=TRUE MobileColorGrading=TRUE bAllowLightShafts=TRUE [SystemSettingsFlash] BasedOn=SystemSettingsMobileTextureBias ;Disable post-process settings MotionBlur=FALSE MotionBlurPause=FALSE DepthOfField=FALSE AmbientOcclusion=FALSE Bloom=FALSE Distortion=FALSE FilteredDistortion=FALSE bAllowLightShafts=FALSE MobileModShadows=True DynamicShadows=True MobileClearDepthBetweenDPG=True DirectionalLightmaps=False MobileHeightFog=False [SystemSettingsIPhone] BasedOn=SystemSettingsMobileTextureBias bMobileUsingHighResolutionTiming=False ; Settings for iPhone 3GS only [SystemSettingsIPhone3GS] BasedOn=SystemSettingsMobileTextureBias LensFlares=False DetailMode=1 MobileEnableMSAA=True MobileMaxMemory=100 bMobileUsingHighResolutionTiming=False MobileLandscapeLodBias=2 ; Settings for iPhone 4 only [SystemSettingsIPhone4] BasedOn=SystemSettingsMobile MobileContentScaleFactor=2.0 LensFlares=False bMobileUsingHighResolutionTiming=False MobileLandscapeLodBias=1 ; Settings for iPhone 4S only [SystemSettingsIPhone4S] BasedOn=SystemSettingsMobile MobileEnableMSAA=True ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow ;Bloom=TRUE ;DepthOfField=TRUE bAllowLightShafts=True MobileModShadows=True DynamicShadows=False ShadowDepthBias=0.025 MobileContentScaleFactor=2.0 MaxShadowResolution=256 MobileShadowTextureResolution=256 ; Settings for iPhone 5 only [SystemSettingsIPhone5] BasedOn=SystemSettingsMobile MobileEnableMSAA=True ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow ;Bloom=TRUE ;DepthOfField=TRUE bAllowLightShafts=True MobileModShadows=True DynamicShadows=False ShadowDepthBias=0.025 MobileContentScaleFactor=2.0 MaxShadowResolution=256 MobileShadowTextureResolution=1024 AllowRadialBlur=True ; Settings for iPod Touch 4 only [SystemSettingsIPodTouch4] BasedOn=SystemSettingsMobileTextureBias MobileContentScaleFactor=2.0 LensFlares=False MobileMaxMemory=100 bMobileUsingHighResolutionTiming=False MobileLandscapeLodBias=2 ; Settings for iPod Touch 5 only [SystemSettingsIPodTouch5] BasedOn=SystemSettingsMobile MobileEnableMSAA=True ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow ;Bloom=TRUE ;DepthOfField=TRUE bAllowLightShafts=True MobileModShadows=True DynamicShadows=False ShadowDepthBias=0.025 MobileContentScaleFactor=2.0 MaxShadowResolution=256 MobileShadowTextureResolution=256 ; Settings for iPad only [SystemSettingsIPad] BasedOn=SystemSettingsMobileTextureBias ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending) MobileFeatureLevel=1 MobileFog=False MobileSpecular=False MobileBumpOffset=False MobileNormalMapping=False MobileEnvMapping=False MobileRimLighting=False MobileMaxMemory=100 bMobileUsingHighResolutionTiming=False MobileLandscapeLodBias=1 ; Scale down on iPad ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample MobileContentScaleFactor=0.9375 ; Settings for iPad2 only [SystemSettingsIPad2] BasedOn=SystemSettingsMobile MobileEnableMSAA=False ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow ;Bloom=TRUE ;DepthOfField=TRUE bAllowLightShafts=True MobileModShadows=True DynamicShadows=False ShadowDepthBias=0.016 MobileContentScaleFactor=1.0 MaxShadowResolution=256 MobileShadowTextureResolution=256 ; Settings for iPad3 only [SystemSettingsIPad3] BasedOn=SystemSettingsMobile MobileEnableMSAA=False ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow ;Bloom=TRUE ;DepthOfField=TRUE bAllowLightShafts=True MobileModShadows=True DynamicShadows=True ShadowDepthBias=0.016 MobileContentScaleFactor=1.40625 MaxShadowResolution=256 MobileShadowTextureResolution=256 MobileMaxMemory=500 ; Settings for iPad4 only [SystemSettingsIPad4] BasedOn=SystemSettingsMobile MobileEnableMSAA=False ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow ;Bloom=TRUE ;DepthOfField=TRUE bAllowLightShafts=True MobileModShadows=True DynamicShadows=True ShadowDepthBias=0.016 MobileContentScaleFactor=2.0 MaxShadowResolution=512 MobileShadowTextureResolution=512 MobileMaxMemory=500 AllowRadialBlur=True ; Settings for iPadMini only [SystemSettingsIPadMini] BasedOn=SystemSettingsMobile MobileEnableMSAA=False ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow ;Bloom=TRUE ;DepthOfField=TRUE bAllowLightShafts=True MobileModShadows=True DynamicShadows=False ShadowDepthBias=0.016 MobileContentScaleFactor=1.0 MaxShadowResolution=256 MobileShadowTextureResolution=256 [SystemSettingsIPad2_Detail] BasedOn=SystemSettingsIPad2
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