

341 posts · 2006-03-02 14:03:09 to 2009-05-29 14:43:01


And more natural. Also, the shadows move at incredible speeds on the floor, and the rain is awesome. Is there a way I can make the rain drop faster without changing how long it lasts, or even make the rain brighter would be good.





Try this out and let me know if it's what you're looking for:5000 makes the cloud shadows move really fast on the ground, and 100 makes the shadows nonexistant. Good for those of us with dying or *CENSORED* processors
WR_Mottle_Speed = 5000 (adjust as you feel like).
To have uberfast movement, set it to like 100.
(I hope I didn't reverse those two values.. I just got back from a meet and a subsequent victory feast, and now I'm dead tired).




In regards to CameraHyperJumpPitch = 0 , is there any way that I can get the camera to stay behind me but a little above me as well when I hyperjump? I like being behind me, but I would like to see the ground and where I'm hyperjumping to as well and not just the back of my coat.

yea I've seen that before but when I jackout when it's raining at night, i change the command in my useropts file to the wr_envdaylength to 99999999999999999999999 and when I jack back in it's perma daytime...I even ask people what time of day it is to them and they tell me night tie and raining

Sorry if it has already been posted but are there any useropts for making a certain time of day and weather type permanent?
For example to make it always day time and sunny. It's a kind of drastic solution I have to stop lagging because whenever the world tone changes it lags like hell.
Slider_Rain_DetailWhoa, awesome. I think I may try some of those... Especially want to figure out the values for "RainSplash_Max_Count" hehe. I wonder if the Volume one can make it so that you can get really, really heavy rain.
WR_WeatherRainHorzDistance
WR_WeatherRainVertDistance
WR_WeatherRainMaxVolume
WR_WeatherRainParticles
WR_WeatherRainRenderStyle
WR_WeatherRainTime
WR_WeatherRainLength
WR_WeatherRainAlpha
WR_WeatherRainTexture
RainSplash_Max_Count
RainSplash_FxID
RainSplash_FxID_Day
RainSplash_RetryAttempts
RainSplash_Radius
RainSplash_RndRot_Mag
RainSplash_FX_Len_Scale
WR_WeatherParticle_Scale
These are the only things I can find with regard to rain (and the last would affect all weather). As you can see, there's nothing involving transparency... I think that would have to do with shaders rather than textures, which would require a completely different type of weather. However, there is the "Alpha" one, which might be worthwhile, same with the RenderStyle or Texture... the question with those, though would be a) are they admin-only (or just pains in the butt) and b) what kind of values/text do you enter...
In terms of contrast, I have noticed that setting it to red/blue gets more contrast than normal, although I'm not sure if that's because none of the models were designed to be blue. I don't know of any non-color, black/whiteish contrast setting atm.
Hey there arzubazman... right now I'm in awe of the options skyline setting you found, although I plan on at least attempting to play with parameters and find which settings it is on my own before I come to you begging for help... so expect me to ask in about a week, hehe.

found it.. didnt wanna say anything cuz didnt remember the name of the strings, but check out:What exactly does that do? I'm dumb in this stuff.
wr_skybox_fogrim_fogdst = xxxxx
wr_fogfardist = xxxxx
in your options.cfg file (note the different name) same as where the useropts.cfg is kept.
when you guys see strings with 'leet' names such as exteriorcamerafarz, i think that these are linear distance settings.. for example, exterior distance setting, in whole integers probly measured in cm, on the z axis or 'horizontal' plane. most of these are probly the settings that you adjust from ingame in the settings dialog.

found it.. didnt wanna say anything cuz didnt remember the name of the strings, but check out:
wr_skybox_fogrim_fogdst = xxxxx
wr_fogfardist = xxxxx
in your options.cfg file (note the different name) same as where the useropts.cfg is kept.
when you guys see strings with 'leet' names such as exteriorcamerafarz, i think that these are linear distance settings.. for example, exterior distance setting, in whole integers probly measured in cm, on the z axis or 'horizontal' plane. most of these are probly the settings that you adjust from ingame in the settings dialog.
wr_skybox_fogrim_fogdst = xxxxx Seems to be the distance used when calulating how much fog to draw on the skyline
wr_fogfardist = xxxxx Seems to be the distance until the fog is at maximum density
'leet' names such as exteriorcamerafarz
I LOLed. exteriorcamerafarz is actually "exterior camera far z" as in XYZ where Z is the distance from the camera (-Z is behind the camera). Y is up-down and X is left-right (distance not pitch/angle)
XYZ when looking from the camera's point of view is:

In the interests of staying on topic I'll stop there. If you want to know more about 3D rendering, PM me.

Wow! what a great thread. In the spirit of helping avoid repeat questions, I've compiled all the relevant info throughout this thread (up to this point, and relevant IMHO) in a Word document with a basic table of contents and index. This is far from refined but should make it much easier to browse the majority of what has been discussed and shared in this thread. Hope some find it helpful and thanks Bayomos for making the code that much clearer to us redpills.
You can download it here:
Excerpts from Bayomos UserOpts post
2/1/7 Link has been fixed. 4shared.com deactivated this account for no apparent reason. If they do it again, I'll host this document somewhere else. Thanks to The Leo for the heads up on this issue.
OK I have the following three useropts figured out now...
These three when used together create Ms Bazman's "balance". Here's how they work:
option 3 (wr_skybox_fogrim_fogdst) depends on option 2 (wr_fogfardist)
Assume that we have (nice numbers used for ease of understanding):
wr_fogfardist = 100000
This means that at 100000 game units away from the camera (1000 units = approx 10 meters) there are no colours left, only fog (this only affects the world map and not the sky, everything is silhouettes)
Now if we set:
wr_skybox_fogrim_fogdst = 0
now we see that the skyline image is clear and we can see the buildings in full colour.
but if we set:
wr_skybox_fogrim_fogdst = 100000
you will see that the skyline is now just solid fog colour.
now we set:
wr_skybox_fogrim_fogdst = 85000
... and now the skyline buildings are quite foggy but have some colour.
This is because the fog is at 100% at 100000 GUD (Game Units Distance) but the skyline is being drawn as though it is at 85000 GUD.
HERE IS WHERE WE GET THE BALANCE RIGHT...
if we now set:
wr_extfardist = 85000
you will see that the world is only drawn to 85000 GUD (less than the fog max distance) so the furthest things you see aren't in complete fog and have some detail. But now the skyline looks the same distance as the far buildings and it looks wrong.
so we set (my current settings):
wr_extfardist = 70000
wr_fogfardist = 160000
wr_skybox_fogrim_fogdst = 130000
now we have buildings in the distance with some fog, the skyline with more fog but nothing is 100% obscured by fog.
Please note that wr_fogfardist is from the camera, NOT your RSI. so if you zoom out from your RSI you will disappear in the fog.
For some cool shots you can set:
wr_extfardist = 70000
wr_fogfardist = 1
wr_skybox_fogrim_fogdst = 1
Enjoy the cartoony simple shapes... I forsee this being used for more "Sin City" style pics. I'll post mine soon.


To do that in MxO you need to:
The reason to turn up the fog is to hide the ugly low detail buildings but still see the shape of them.
As for distance blur ... not possible in-game, hence all those players adding distance blur in photoshop.

Will that increase or lose performance on weak computers?To do that in MxO you need to:
- Set wr_extfardist > wr_fogfardist
- Set wr_skybox_fogrim_fogdst >= wr_fogfardist
- turn on load sector LODs (makes map lose detail over distance ... LOD = Level Of Detail)
The reason to turn up the fog is to hide the ugly low detail buildings but still see the shape of them.
As for distance blur ... not possible in-game, hence all those players adding distance blur in photoshop.

phi wrote:Will that increase or lose performance on weak computers?To do that in MxO you need to:
- Set wr_extfardist > wr_fogfardist
- Set wr_skybox_fogrim_fogdst >= wr_fogfardist
- turn on load sector LODs (makes map lose detail over distance ... LOD = Level Of Detail)
The reason to turn up the fog is to hide the ugly low detail buildings but still see the shape of them.
As for distance blur ... not possible in-game, hence all those players adding distance blur in photoshop.
wr_extfardist is the main factor as that says how far the computer has to drawthe main world stuff (buildnigs and roads)
buildings will draw as low detail if they are past wr_fogfardist so set it less than wr_extfardist to get some of the stuff you see in undetectable low-LOD (will speed things up)
Also to speed things up even more turn down the following:
wr_extobjfardist
wr_propfardist
wr_propfadedist
That will mean that things like trash, grass, benches, bus stops, fire escapes, signs and other such doodads will dissappear closer to you than other stuff.
These doodads are much more work for your computer than the buildings. If you keep these fairly low you can turn wr_extfardist up and see further without the performance hit.
To make the transition between high and low quality textures smoother turn up the ansitropic filtering on you gfx card's settings (outside of MxO)
if it's an nVidia card use "riva-tuner" for older cards or the driver settings in control pannels on newer cards to change this.

Roukan wrote:Can you give me numbers to work with on those options?phi wrote:Will that increase or lose performance on weak computers?To do that in MxO you need to:
- Set wr_extfardist > wr_fogfardist
- Set wr_skybox_fogrim_fogdst >= wr_fogfardist
- turn on load sector LODs (makes map lose detail over distance ... LOD = Level Of Detail)
The reason to turn up the fog is to hide the ugly low detail buildings but still see the shape of them.
As for distance blur ... not possible in-game, hence all those players adding distance blur in photoshop.
wr_extfardist is the main factor as that says how far the computer has to drawthe main world stuff (buildnigs and roads)buildings will draw as low detail if they are past wr_fogfardist so set it less than wr_extfardist to get some of the stuff you see in undetectable low-LOD (will speed things up)
Also to speed things up even more turn down the following:
wr_extobjfardist
wr_propfardist
wr_propfadedistThat will mean that things like trash, grass, benches, bus stops, fire escapes, signs and other such doodads will dissappear closer to you than other stuff.
These doodads are much more work for your computer than the buildings. If you keep these fairly low you can turn wr_extfardist up and see further without the performance hit.To make the transition between high and low quality textures smoother turn up the ansitropic filtering on you gfx card's settings (outside of MxO)
if it's an nVidia card use "riva-tuner" for older cards or the driver settings in control pannels on newer cards to change this.
I'm kinda dumb
for slower computers I'd recommend using the in-game GFX options. They get the ratios right for you.
if that's still not good enough edit the values in your .cfg by multiplying all the values by 1.25 ... That will keep them in the right ratios.
values that seem rediculosly small for me are waaay too much for most users. here are my current settings:
(Standard everyday running around settings ... not super high quality photos)
dl_slod_initloadradius = 70000
dl_slod_prefetchradius = 70000
dl_ext_prefetchradius = 70000
dl_int_prefetchradius = 4000
dl_prop_prefetchradius = 12500
dl_sid_prefetchradius = 70000
dl_sidi_prefetchradius = 5000
dl_nav_prefetchradius = 70000
wr_extfardist = 70000
wr_exttointdist = 2500
wr_extobjfardist = 20000
wr_propfardist = 20000
wr_propfadedist = 20000
wr_slodfardist = 250000
wr_skybox_fogrim_fogdst = 130000
wr_fogfardist = 150000
camerafarz = 70000
exteriorcamerafarz = 70000
interiorcamerafarz = 50000
for high quality I tend to have these between the 100000 and 250000 range with a max of 300000 (you can zoom out over the Uriah Warf bridge and see Tabor park)



Enjoy!!






























Can someone post a "Good" config so that I can test.
Thanks
PS: FireFenix777 I loved your lost screen shots... If you can post yours i would like to see how my system would fair using it. Thanks Agian

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