• Highest Graphics possible for TF2.
    199 replies, posted
[QUOTE=DementNeo;15567725]What one you getting?[/QUOTE] Radeon HD4850.
[QUOTE=BackflipHatchetAttack;15575257]Radeon HD4850.[/QUOTE] Good card, ati always have good value for money. Trying these tweaks now.
[QUOTE=Shugo;15574858][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.[/QUOTE] oh shit, I always wondered why the pyro carried the intel like that
[QUOTE=Shugo;15574858][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.[/QUOTE] Got a SS of your awesome setup? :razz:
[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] Holy shit I came
[QUOTE=Shugo;15574858][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.[/QUOTE] Do you think I would run this okay with a ATI HD 4670? Have 2GB ram and a Dual Core 5600+.
[QUOTE=pvt.meh;15576045]Do you think I would run this okay with a ATI HD 4670? Have 2GB ram and a Dual Core 5600+.[/QUOTE] I used to use a very similar config to that, but I didn't add the preloading thing, it works okay, and I have a lower processor than you. It can't hurt to try I guess. You may have to disable motion blur though.
[QUOTE=BackflipHatchetAttack;15575257]Radeon HD4850.[/QUOTE] I'm getting a 4890 :D Life's gonna be good for us bros rollin'
[QUOTE=Occlusion;15575651]Good card, ati always have good value for money. Trying these tweaks now.[/QUOTE] except for the HD3850. That's a right bitch to sort out. I'm still getting the odd blip.
[QUOTE=Lagitech;15575981]Holy shit I came[/QUOTE] or do it faggot
[QUOTE=DarkWolf2;15575925]Got a SS of your awesome setup? :razz:[/QUOTE] A what?
[QUOTE=hexpunK;15576104]I used to use a very similar config to that, but I didn't add the preloading thing, it works okay, and I have a lower processor than you. It can't hurt to try I guess. You may have to disable motion blur though.[/QUOTE] Would the Preloading be good for FPS? As it isn't loading it on the spot.
[QUOTE=Shugo;15577290]A what?[/QUOTE] Screenshot?
I hate you guys. And this is my config, still with shitty FPS. [code]r_fastzreject 1 mat_disable_bloom 1 mat_specular 0 r_3dsky 0 r_dynamic 0 muzzleflash_light 0 cl_ejectbrass 0 cl_show_splashes 0 r_waterforceexpensive 0 r_waterforcereflectentities 0 r_drawdetailprops 0 cl_phys_props_enable 0 cl_ragdoll_collide 0 cl_ragdoll_fade_time 0 cl_ragdoll_physics_enable 0 cl_forcepreload 1 [/code] At least I can get a job this summer and invest in something that's not a laptop. (Any ways to make this worse?)
[QUOTE=yellowoboe;15543475][IMG]http://i41.tinypic.com/21b8av9.jpg[/IMG][/QUOTE] [img]http://i86.photobucket.com/albums/k92/Aska49/ctf_2fort0006.jpg[/img]
rate 5000 is a command code
What's it do?
it rates 5000
ah wicked (?)
I have a HD4850 now :iia:
[QUOTE=Quantuam VTX;15539133]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][/QUOTE] I used this config and it made everything really dark, just the game, the HUD is still fine. Aha, removing mat_queue_mode 0 fixed the darkness and removing mat_motion_blur_forward_enabled 1 fixed the jutteryness. Wait, I just went on 2fort again and it's still dark. Here's a screenshot: [IMG]http://i43.tinypic.com/25pl3md.jpg[/IMG] Why is this only happening on 2fort?
[QUOTE=DementNeo;15578293]ah wicked (?)[/QUOTE] Something to do with your networking, rate, cl_cmdrate and another cl_somethignrate command can help stabilize your network usage a bit if your network sucks ass...network!
[QUOTE=Aska49;15577509][img]http://i86.photobucket.com/albums/k92/Aska49/ctf_2fort0006.jpg[/img][/QUOTE] Holy shit that's the cool face.
[QUOTE=cmanatlan;15578966]Holy shit that's the cool face.[/QUOTE] i came
OP update the first post at the end with all the commands you got
That autoexec helped with my FPS drop on death and made it look a bit prettier. :sax:
dx_level 99
[QUOTE=wedewdw;15579872]dx_level 99[/QUOTE] This does nothing. [editline]03:08PM[/editline] HWM Screenshot: [img]http://img13.imageshack.us/img13/4249/cpbadlands0008d.jpg[/img]
[QUOTE=kakiepiroi;15579816]OP update the first post at the end with all the commands you got[/QUOTE] Will in a few minutes.
[QUOTE=he-did-it-->;15578576] Why is this only happening on 2fort?[/QUOTE] It's Valve's secret plan to kill off 2Fort.
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