Everything I have is set to High and it looks great, but are there any Configs or console commands to make it look even better? Nothing like mat_picmip -10 or hwm faces, I know those.
Also probably wrong section.
Here's what i have
[code]echo
echo !..AutoExec.cfg generated by Source Sauce. Created by Kapitein Iglo..!
echo
exec sauce.cfg
// Multithreading
host_thread_mode 2 //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.
r_queued_post_processing 1 //Queued post processing.
r_queued_ropes 1 //Queued ropes.
cl_threaded_bone_setup 1 //Threaded bones and animations.
// 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. Only works on ATI GPUs with Tesselation.
mp_usehwmvcds 1 //Use high quality facial animations. Requires an ATI GPUs with Tesselation.
// 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 to
r_rootlod -10
mat_specular 1
sv_cheats 1
cl_ragdoll_fade_time 999999999999999999999999999999999999
cl_forcepreload 1
net_graph 1[/code]
SS graphics and post. I'm curious how it looks.
search through the mat_* commands, you can add here and there more prepasses then the high settings normally do.
I'm sorry can't help you, but could you than post some screens? I have it on high, but wonder how it looks super high.
I don't recommend messing with anything more than that, they're buggy
My autoexec :D
[code]
// Multithreading
host_thread_mode 2 //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.
r_queued_post_processing 1 //Queued post processing.
r_queued_ropes 1 //Queued ropes.
cl_threaded_bone_setup 1 //Threaded bones and animations.
//cl_threaded_client_leaf_system 1 //UNSTABLE!
cl_interp_threadmodeticks 1 //ONLY USE IN MULTIPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few miliseconds 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. Only works on ATI GPUs with Tesselation.
mp_usehwmvcds 1 //Use high quality facial animations. Requires an ATI GPUs with Tesselation.
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.
// 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.
// Other
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.
[/code]
Pretty much the above post.
Same thing I use.
what is hwm faces
MTT.
I came in here expecting a screenshot of ub3r 1337 gr4pcz
[QUOTE=InsaneInThe;15543349]what is hwm faces[/QUOTE]
It makes the classes use the high quaility faces from the "meet the" videos.
Example:
[IMG]http://i41.tinypic.com/21b8av9.jpg[/IMG]
you guys forgot "r_lod 0".
I don't even know what the hell that does.
But I know that it's set to 0 by default.
it is set to -1 by default. The farther away the model is the less poly has it. with r_lod 0 you can make them stuck on the highest polycount ignoring the distance.
[QUOTE=diwako;15544244]it is set to -1 by default. The farther away the model is the less poly has it. with r_lod 0 you can make them stuck on the highest polycount ignoring the distance.[/QUOTE]
Kinda pointless, since there's no big difference when seen from a distance.
you see it when it switches from lod 0 to 1. also he wanted the highest possible. So i deliver.
I keep my Model and Texture on high/Very high, and my AA at 16x, running at 40-60 FPS. All the other settings mean little to me/dont notice. I'd like to you guys's screenies, they sound good.
TF2 can't get much more high graphic'd without it ruining the purpose of the game's style, next thing you know you'll get crap like those HQ skin packs on FPSBanana. But the site's down atm so I can't show it to you.
[QUOTE=mixshifter;15546335]TF2 can't get much more high graphic'd without it ruining the purpose of the game's style, next thing you know you'll get crap like those HQ skin packs on FPSBanana. But the site's down atm so I can't show it to you.[/QUOTE]
Fakefactory D:
[QUOTE=yellowoboe;15543475]It makes the classes use the high quaility faces from the "meet the" videos.
Example:
[IMG]http://i41.tinypic.com/21b8av9.jpg[/IMG][/QUOTE]
how do you install this
[QUOTE=wedewdw;15561375]how do you install this[/QUOTE]
This basically.
[QUOTE=Quantuam VTX;15539133]My autoexec :D
[code]
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
mat_picmip -10
mp_usehwmmodels 1
mp_usehwmvcds 1
r_eyeglintlodpixels 12
[/code][/QUOTE]
Just make the autoexec.cfg and put those commands in it.
If you don't know how to make a new .cfg file just copy one like the spy one, paste it on the desktop, put those commands in it, rename it to autoexec, and put it in the cfg folder.
[QUOTE=yellowoboe;15561739]This basically.
Just make the autoexec.cfg and put those commands in it.
If you don't know how to make a new .cfg file just copy one like the spy one, paste it on the desktop, put those commands in it, rename it to autoexec, and put it in the cfg folder.[/QUOTE]
Or make a new .txt file, put the code in, Save as... name it "autoexec.cfg" and in file type select "All files"
Just saying.
[QUOTE=Rodancoci;15563214]Or make a new .txt file, put the code in, Save as... name it "autoexec.cfg" and in file type select "All files"
Just saying.[/QUOTE]
:ssh:
I'm trying something.
[QUOTE=yellowoboe;15561739]This basically.
Just make the autoexec.cfg and put those commands in it.
If you don't know how to make a new .cfg file just copy one like the spy one, paste it on the desktop, put those commands in it, rename it to autoexec, and put it in the cfg folder.[/QUOTE]
Does this affect fps?
[QUOTE=mikeyt493;15564298]Does this affect fps?[/QUOTE]
I've had no problems with it.
[QUOTE=mikeyt493;15564298]Does this affect fps?[/QUOTE]
Depends on your rig I guess.
Oh lawdy I can't wait to get my new graphics card (TWO AND A HALF MONTHS!!!) so I can experience this complete sexness.
[QUOTE=BackflipHatchetAttack;15567669]Oh lawdy I can't wait to get my new graphics card (TWO AND A HALF MONTHS!!!) so I can experience this complete sexness.[/QUOTE]
What one you getting?
cl_ragdoll_fade_time 999999999999999999999999999999999999
it makes the ragdolls dissapear more slower
[QUOTE=wedewdw;15574292]cl_ragdoll_fade_time 999999999999999999999999999999999999
it makes the ragdolls dissapear more slower[/QUOTE]
That will make a computer cry.
[code]//Graphic Settings//
mat_picmip -10 //Maximum texture quality
mp_usehwmmodels 1 //High-quality world models
mp_usehwmvcds 1 //High-quality world model animations
cl_new_impact_effects 1 //New impact effects
cl_burninggibs 1 //Burning gibs
mat_motion_blur_forward_enabled 1 //Motion blur while running
r_lod 0 //Loss of Detail
cl_forcepreload 1 //Force texture preloading
r_eyeglintlodpixels 12 //Maximum eye quality
jpeg_quality 100 //Maximum quality screenshots with "jpeg" bind.
//Everything below this line enables software anti-aliasing at max quality.
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[/code]
Here's mine. The ones above this probably have all these and then some, but I thought I'd contribute. One thing I know the others don't have is cl_forcepreload, which is actually a performance command that doesn't degrade quality. It preloads all textures (longer loading times), but it reduces in-game stuttering. Very useful when you have all the stuff turned up like this.
One other thing: HWM models can be used on non-ATI graphics cards. Along with that, the Pyro's HWM model is broken. Since the Pyro doesn't have any facial animations, Valve never bothered to update his HWM model over time, and now it doesn't carry the intelligence correctly (it slides along at his feet). What you can do to fix this is go into the GCF and extract out the Pyro's regular model (it's under tf/models/player) then paste it into the hwm folder in your game folder (tf/models/player/hwm). This will not degrade the quality of the model since the HWM Pyro was never upgraded in the first place.
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