defaults.tscript 6.6 KB

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  1. $pref::Player::Name = "Visitor";
  2. $pref::Player::defaultFov = 75;
  3. $pref::Player::zoomSpeed = 0;
  4. $pref::Net::LagThreshold = 400;
  5. $pref::Net::Port = 28000;
  6. $pref::Master[0] = "2:master.torque3d.org:5664";
  7. $pref::HudMessageLogSize = 40;
  8. $pref::ChatHudLength = 1;
  9. $pref::Input::LinkMouseSensitivity = 1;
  10. // DInput keyboard, mouse, and joystick prefs
  11. $pref::Input::KeyboardEnabled = 1;
  12. $pref::Input::MouseEnabled = 1;
  13. $pref::Input::JoystickEnabled = 0;
  14. $pref::Input::KeyboardTurnSpeed = 0.1;
  15. $pref::Input::invertVerticalMouse = false;
  16. $pref::Input::VertMouseSensitivity = 1;
  17. $pref::Input::HorzMouseSensitivity = 1;
  18. $pref::Input::RollMouseSensitivity = 1;
  19. $pref::Input::ZoomVertMouseSensitivity = 0.3;
  20. $pref::Input::ZoomHorzMouseSensitivity = 0.3;
  21. $sceneLighting::cacheSize = 20000;
  22. $sceneLighting::purgeMethod = "lastCreated";
  23. $sceneLighting::cacheLighting = 1;
  24. $pref::Video::displayDevice = ($platform $= "windows") ? "D3D11" : "OpenGL";
  25. $pref::Video::disableVerticalSync = 1;
  26. $pref::Video::defaultFenceCount = 0;
  27. $pref::Video::screenShotSession = 0;
  28. $pref::Video::screenShotFormat = "PNG";
  29. /// This disables the hardware FSAA/MSAA so that
  30. /// we depend completely on the FXAA post effect
  31. /// which works on all cards and in deferred mode.
  32. ///
  33. /// Note the new Intel Hybrid graphics on laptops
  34. /// will fail to initialize when hardware AA is
  35. /// enabled... so you've been warned.
  36. ///
  37. $pref::Video::disableHardwareAA = true;
  38. $pref::Video::disableNormalmapping = false;
  39. $pref::Video::disablePixSpecular = false;
  40. $pref::Video::disableCubemapping = false;
  41. ///
  42. $pref::Video::disableParallaxMapping = false;
  43. $pref::Video::Gamma = 2.2;
  44. $pref::Video::Contrast = 1.0;
  45. $pref::Video::Brightness = 0;
  46. /// The perfered light manager to use at startup. If blank
  47. /// or if the selected one doesn't work on this platfom it
  48. /// will try the defaults below.
  49. $pref::lightManager = "";
  50. /// This is the default list of light managers ordered from
  51. /// most to least desirable for initialization.
  52. $lightManager::defaults = "Advanced Lighting";
  53. /// A scale to apply to the camera view distance
  54. /// typically used for tuning performance.
  55. $pref::camera::distanceScale = 1.0;
  56. /// Causes the system to do a one time autodetect
  57. /// of an SFX provider and device at startup if the
  58. /// provider is unset.
  59. $pref::SFX::autoDetect = true;
  60. /// The sound provider to select at startup. Typically
  61. /// this is DirectSound, OpenAL, or XACT. There is also
  62. /// a special Null provider which acts normally, but
  63. /// plays no sound.
  64. $pref::SFX::provider = "OpenAL";
  65. /// The sound device to select from the provider. Each
  66. /// provider may have several different devices.
  67. $pref::SFX::device = "OpenAL Soft";
  68. /// If true the device will try to use hardware buffers
  69. /// and sound mixing. If not it will use software.
  70. $pref::SFX::useHardware = false;
  71. /// If you have a software device you have a
  72. /// choice of how many software buffers to
  73. /// allow at any one time. More buffers cost
  74. /// more CPU time to process and mix.
  75. $pref::SFX::maxSoftwareBuffers = 16;
  76. /// This is the playback frequency for the primary
  77. /// sound buffer used for mixing. Although most
  78. /// providers will reformat on the fly, for best
  79. /// quality and performance match your sound files
  80. /// to this setting.
  81. $pref::SFX::frequency = 44100;
  82. /// This is the playback bitrate for the primary
  83. /// sound buffer used for mixing. Although most
  84. /// providers will reformat on the fly, for best
  85. /// quality and performance match your sound files
  86. /// to this setting.
  87. $pref::SFX::bitrate = 32;
  88. /// The overall system volume at startup. Note that
  89. /// you can only scale volume down, volume does not
  90. /// get louder than 1.
  91. $pref::SFX::masterVolume = 0.8;
  92. /// The startup sound channel volumes. These are
  93. /// used to control the overall volume of different
  94. /// classes of sounds.
  95. $pref::SFX::channelVolume1 = 1;
  96. $pref::SFX::channelVolume2 = 1;
  97. $pref::SFX::channelVolume3 = 1;
  98. $pref::SFX::channelVolume4 = 1;
  99. $pref::SFX::channelVolume5 = 1;
  100. $pref::SFX::channelVolume6 = 1;
  101. $pref::SFX::channelVolume7 = 1;
  102. $pref::SFX::channelVolume8 = 1;
  103. $pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8";
  104. /// This is an scalar which can be used to reduce the
  105. /// reflection textures on all objects to save fillrate.
  106. $pref::Reflect::refractTexScale = 1.0;
  107. /// This is the total frame in milliseconds to budget for
  108. /// reflection rendering. If your CPU bound and have alot
  109. /// of smaller reflection surfaces try reducing this time.
  110. $pref::Reflect::frameLimitMS = 10;
  111. /// Set true to force all water objects to use static cubemap reflections.
  112. $pref::Water::disableTrueReflections = false;
  113. // A global LOD scalar which can reduce the overall density of placed GroundCover.
  114. $pref::GroundCover::densityScale = 1.0;
  115. /// An overall scaler on the lod switching between DTS models.
  116. /// Smaller numbers makes the lod switch sooner.
  117. $pref::TS::detailAdjust = 1.0;
  118. ///
  119. $pref::Decals::enabled = true;
  120. ///
  121. $pref::Decals::lifeTimeScale = "1";
  122. /// The number of mipmap levels to drop on loaded textures
  123. /// to reduce video memory usage.
  124. ///
  125. /// It will skip any textures that have been defined as not
  126. /// allowing down scaling.
  127. ///
  128. $pref::Video::textureReductionLevel = 0;
  129. ///
  130. $pref::Shadows::textureScalar = 1.0;
  131. ///
  132. $pref::Shadows::disable = false;
  133. /// Sets the shadow filtering mode.
  134. ///
  135. /// None - Disables filtering.
  136. ///
  137. /// SoftShadow - Does a simple soft shadow
  138. ///
  139. /// SoftShadowHighQuality
  140. ///
  141. $pref::Shadows::filterMode = "SoftShadow";
  142. ///
  143. $pref::Video::defaultAnisotropy = 1;
  144. /// Radius in meters around the camera that ForestItems are affected by wind.
  145. /// Note that a very large number with a large number of items is not cheap.
  146. $pref::windEffectRadius = 25;
  147. /// AutoDetect graphics quality levels the next startup.
  148. $pref::Video::autoDetect = 1;
  149. $PostFXManager::Settings::EnableDOF = "0";
  150. $PostFXManager::Settings::DOF::BlurCurveFar = "";
  151. $PostFXManager::Settings::DOF::BlurCurveNear = "";
  152. $PostFXManager::Settings::DOF::BlurMax = "";
  153. $PostFXManager::Settings::DOF::BlurMin = "";
  154. $PostFXManager::Settings::DOF::EnableAutoFocus = "";
  155. $PostFXManager::Settings::DOF::EnableDOF = "";
  156. $PostFXManager::Settings::DOF::FocusRangeMax = "";
  157. $PostFXManager::Settings::DOF::FocusRangeMin = "";
  158. $PostFXManager::Settings::EnableLightRays = "0";
  159. $PostFXManager::Settings::LightRays::brightScalar = "0.75";
  160. $PostFXManager::Settings::LightRays::decay = "1.0";
  161. $PostFXManager::Settings::LightRays::density = "0.94";
  162. $PostFXManager::Settings::LightRays::numSamples = "40";
  163. $PostFXManager::Settings::LightRays::weight = "5.65";
  164. $PostFXManager::Settings::EnableDOF = 1;
  165. $pref::PostFX::EnableVignette = 1;
  166. $pref::PostFX::EnableLightRays = 1;
  167. $pref::PostFX::EnableHDR = 1;
  168. $pref::PostFX::EnableSSAO = 1;