There's a thread on it in the main Valve Games section (somewhere), also speaking of mat_picmip -10, during a 6 hour TF2 session today I accidentally ended it by typoing mat_picmip -109
I didn't know whether to laugh or cry
I looked but only saw the picmip
mat_picmip -10
r_lod 1
mp_usehwmmodels 1
mp_usehwmvcds 1
cl_new_impact_effects 1
cl_burninggibs 1
mat_motion_blur_forward_enabled 1
mat_specular 1
mat_parallaxmap 1
That's pretty much all you need.
[b]r_lod -1[/b] is the correct command. That way everything stays the highest possible quality.
[b]cl_new_impact_effects 1[/b] actually looks worse. Better off having it set to 0.
[b]mat_motion_blur_forward_enabled 1[/b] has a poor transition which is why Valve left it on 0. Because it doesn't look that good.
[QUOTE=K1ngo64;16235105][b]r_lod -1[/b] is the correct command. That way everything stays the highest possible quality.
[b]cl_new_impact_effects 1[/b] actually looks worse. Better off having it set to 0.
[b]mat_motion_blur_forward_enabled 1[/b] has a poor transition which is why Valve left it on 0. Because it doesn't look that good.[/QUOTE]
You're wrong about r_lod; it's supposed to be 0. -1 is marked as a cheat, so 0 is the best you can do.
You thinking the impact effects look worse is a matter of your own opinion. The new impact effects use a dedicated particle system which changes the direction the particles fly from and the amount of particles created based on the trajectory of the impact. The particles also dynamically collide with the world. It's a lot better-looking if you're really looking for it, trust me. A lot more debris exploding out of the walls does not mean it's better.
I do agree about motion_blur_forward_enabled, though. It's pretty buggy, so it's best to just keep it off.
Here's what I use, commented by yours truely:
[code]mat_picmip -10 //Maximum texture quality
mp_usehwmmodels 1 //High-quality character world models
mp_usehwmvcds 1 //High-quality character world model animations
cl_new_impact_effects 1 //Dynamic particle system impact effects
cl_burninggibs 1 //Burning gibs
r_lod 0 //Least loss of Detail
cl_forcepreload 1 //Force texture preloading (longer load times, but less in-game stutter)
r_eyeglintlodpixels 12 //Maximum character eye quality at all distances
jpeg_quality 100 //Maximum quality screenshots with "jpeg" bind
bind F5 "jpeg" //JPG screenshots
//Everything below this line enables software anti-aliasing at max quality (works in tandem with hardware anti-aliasing, which is set in the Options menu)
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]
hey sup
[code]// Multithreading (DO NOT USE IN GARRYSMOD)
//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.
// Portal Only (Severely lowers FPS)
//r_portal_stencil_depth 10 //Maximum setable option in the Portal options menu is 9. The CVAR will go to 10.
// Episode 2 and Garrysmod Only
//hunter_allow_nav_jump 1 //Allows hunters to jump, creating a more interesting foe to fight.
// 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.
//bind f +use //Scout baseballs will fly into the air if you press "use" on them. This is usefull for getting stuck baseballs back!
// Other
jpeg_quality 90 //Better quality screenshots with F5.
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.[/code]
i think this is what you are looking for.
Remove the // before the commands you want to use.
Can someone post the command which makes things not dosiappear at long range?
use [url=http://www.nhancer.com/]nHancer[/url]
This is my CFG:
[code]echo
echo SUPER MEGA AWESOME HIGH GRAPHICS
echo
// 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.
// 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
// 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.
// Other
rate 99999999999999999
r_rootlod -10
r_lod 0 //Loss of Detail
mat_specular 1
sv_cheats 1
cl_ragdoll_fade_time 999999999999999999999999999999999999
cl_forcepreload 1 //Force texture preloading
net_graph 1
net_graphheight 1020
net_graphpos 3
net_graphproportionalfont 0
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.
fps_max 999999999999999999999[/code]
[QUOTE=Omolong;16243092]This is my CFG:
[code]echo
echo SUPER MEGA AWESOME HIGH GRAPHICS
echo
// 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.
// 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
// 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.
// Other
rate 99999999999999999
r_rootlod -10
r_lod 0 //Loss of Detail
mat_specular 1
sv_cheats 1
cl_ragdoll_fade_time 999999999999999999999999999999999999
cl_forcepreload 1 //Force texture preloading
net_graph 1
net_graphheight 1020
net_graphpos 3
net_graphproportionalfont 0
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.
fps_max 999999999999999999999[/code][/QUOTE]
Where do i put it? :downs:
In your cfg folder. Make sure you call it autoexec and save it as file type .cfg.
Also, ignore the stuff about requiring an ATI graphics card for the HWM stuff. It's bullshit.
Stick it at the bottom of skill_episodic.cfg, that's what I did.
Uhm, Neko, I have an ATI card :geno:
All those are missing the best of the game to max out
r_decals 4096
r_maxmodeldecals 4096
mp_decals 4096
[QUOTE=Flaming Neko;16236631]use [url=http://www.nhancer.com/]nHancer[/url][/QUOTE]
I used this and now my games, [b]ALL[/b] of them look like ass now. Seriously, I maxed out TF2 and it's got the lowest textures you can give it.
Why won't anyone use cl_ragdoll_fadetime. Am I the only one? It looks so much better, otherwise the corpses fade out almost instantly, I have it at like 300 or so.
[editline]11:56PM[/editline]
Oh wait it is in the config, oh it's at 999999999-, lol it won't help to have it that high.
Try setting it to anything lower than a second.
It's funny seeing what ragdolls look like the split second when they die/stop moving.
Like if they hit a wall.
Wait, setting it to -1 will make the ragdolls permanent?
[QUOTE=BulletofHell;16252387]Wait, setting it to -1 will make the ragdolls permanent?[/QUOTE]
Think about 'em instant respawn servers. The ground is littered with ragdolls!
I think I'll go play around with this.
I was thinking of a different command when I posted that.
Apparently you can't have infinite ragdolls. Even setting the fade time to hours, one million max ragdolls, they still just dissapear when the same player of a ragdoll dies. So if I die, then die again, my last ragdoll dissapears. :(:(:(
Valve takes preventive measures to make sure that you won't lag.
Good job.
cl_ragdoll_physics_enable 0 = lol
I've tested that command before.
It's not cool.
They just disappear as soon as they die.
I can't wait to try these commands once I get my new graphics card. Hopefully I will be able to handle them.
Software AA sucks
Thanks for this, have been looking to make my TF2 look as good as possible :buddy:
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