what was the console command for adding detail into some objects again?
11 replies, posted
it was from quite an decent long thread showing some console commands that will make the smallest thing such as the foot odor pack at ctf_2fort. and i'm look for those commands again. does any one know what were those commands?
mat_picmip -10
[editline]07:47PM[/editline]
Or something along those lines.
[editline]07:47PM[/editline]
Yep, that's the one.
Oops nevermind, Baboo00 said it.
But it won't go past -2 if SV_Cheats isn't enabled.
[QUOTE=343N;21047319]But it won't go past -2 if SV_Cheats isn't enabled.[/QUOTE]
really? I've used it for a long time and never heard that.
[QUOTE=343N;21047319]But it won't go past -2 if SV_Cheats isn't enabled.[/QUOTE]
No.
It goes to -10 no matter what.
[QUOTE=yellowoboe;21047635]No.
It goes to -10 no matter what.[/QUOTE]
No.
It goes to -2 if sv_cheats is not enabled.
Try, there's no difference between -10 and -2 if there's no sv_cheats.
It only goes to 2 if cheats are disabled, not -2.
mat_picmip 4 without sv_cheats 1
[img]http://uppix.net/9/5/4/cf3c52c4dbc6c6b78761e7eecb7d4.png[/img]
mat_picmip 2 without sv_cheats 1
[img]http://uppix.net/9/4/1/b249910c43690cc074fa8de882266.png[/img]
mat_picmip -2 without sv_cheats 1
[img]http://uppix.net/1/9/c/911d3623538065b2f9399b46e5862.png[/img]
I started to aim the Odor B Gone, because watching walls would not be accurate.
mat_picmip -10 without sv_cheats 1
[img]http://uppix.net/9/0/3/8411c78f348d0864c9b90e18a103a.png[/img]
mat_picmip -10 with sv_cheats 1
[img]http://uppix.net/b/c/2/789fe32a9d4c3af239746d9f6fb96.png[/img]
Don't ask me how I got 18 FPS watching a bottle. idk.
R_lod 0 also makes the models more high detail at a distance.
I think it's actually what CommanderPT's refering to.
The lod is the Level of Detail is how much detail can be seen at a distance.
I'm pretty sure this "quite an decent long thread" was one of these two.
[URL]http://www.facepunch.com/showthread.php?t=782619[/URL]
[URL]http://www.facepunch.com/showthread.php?t=754268&page=4[/URL]
But anyway, if you have a good computer, and you're really looking for maximum quality, I have a pretty good autoexec for you.
[CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1
tf_allow_player_use 1
//mat_force_ps_patch 1 //I have no idea what this does. It seems to affect CP's holograms. You may expirience slightly higher FPS with this.
mat_force_bloom 1
// Multithreading (1/4 Life's settings, which he tweaked for stability)
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
//mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
//r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
mat_software_aa_quality 1
mat_software_aa_strength 1
mat_software_aa_strength_vgui 1
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Team Fortress 2 Only (Lowers FPS)
cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
// Distance Viewing
//cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
//(Daimao) VAS HERE
cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
// Field of View (FOV) settings.
_fov 90
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //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.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
cl_shadowtextureoverlaysize 512
blink_duration 0.3 //How many seconds an eye blink will last.
//r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 512 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
//datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
//mem_max_heapsize 1024 //[Set to half of your RAM in megabytes.] Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
// Other
r_rootlod 0
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1
jpeg_quality 100 //Better quality screenshots with F5.
//mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
mat_motion_blur_falling_intensity 0
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1
echo
echo Autoexec.cfg executed!
echo[/CODE]
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