defaults.tscript 6.5 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::enableVerticalSync = 0;
  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 AA post effects
  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::AAMode = "None";
  39. $pref::Video::disableNormalmapping = false;
  40. $pref::Video::disablePixSpecular = false;
  41. $pref::Video::disableCubemapping = false;
  42. $pref::PostFX::EnableHDRBloom = true;
  43. ///
  44. $pref::Video::enableParallaxMapping = true;
  45. $pref::Video::Gamma = 2.2;
  46. $pref::Video::Contrast = 1.0;
  47. $pref::Video::Brightness = 0;
  48. /// The perfered light manager to use at startup. If blank
  49. /// or if the selected one doesn't work on this platfom it
  50. /// will try the defaults below.
  51. $pref::lightManager = "";
  52. /// This is the default list of light managers ordered from
  53. /// most to least desirable for initialization.
  54. $lightManager::defaults = "Advanced Lighting";
  55. /// A scale to apply to the camera view distance
  56. /// typically used for tuning performance.
  57. $pref::camera::distanceScale = 1.0;
  58. /// Causes the system to do a one time autodetect
  59. /// of an SFX provider and device at startup if the
  60. /// provider is unset.
  61. $pref::SFX::autoDetect = true;
  62. /// The sound provider to select at startup. Typically
  63. /// this is DirectSound, OpenAL, or XACT. There is also
  64. /// a special Null provider which acts normally, but
  65. /// plays no sound.
  66. $pref::SFX::provider = "OpenAL";
  67. /// If true the device will try to use hardware buffers
  68. /// and sound mixing. If not it will use software.
  69. $pref::SFX::useHardware = false;
  70. /// If you have a software device you have a
  71. /// choice of how many software buffers to
  72. /// allow at any one time. More buffers cost
  73. /// more CPU time to process and mix.
  74. $pref::SFX::maxSoftwareBuffers = 16;
  75. /// This is the playback frequency for the primary
  76. /// sound buffer used for mixing. Although most
  77. /// providers will reformat on the fly, for best
  78. /// quality and performance match your sound files
  79. /// to this setting.
  80. $pref::SFX::frequency = 44100;
  81. /// This is the playback bitrate for the primary
  82. /// sound buffer used for mixing. Although most
  83. /// providers will reformat on the fly, for best
  84. /// quality and performance match your sound files
  85. /// to this setting.
  86. $pref::SFX::bitrate = 32;
  87. /// The overall system volume at startup. Note that
  88. /// you can only scale volume down, volume does not
  89. /// get louder than 1.
  90. $pref::SFX::masterVolume = 0.8;
  91. /// The startup sound channel volumes. These are
  92. /// used to control the overall volume of different
  93. /// classes of sounds.
  94. $pref::SFX::channelVolume1 = 1;
  95. $pref::SFX::channelVolume2 = 1;
  96. $pref::SFX::channelVolume3 = 1;
  97. $pref::SFX::channelVolume4 = 1;
  98. $pref::SFX::channelVolume5 = 1;
  99. $pref::SFX::channelVolume6 = 1;
  100. $pref::SFX::channelVolume7 = 1;
  101. $pref::SFX::channelVolume8 = 1;
  102. $pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8";
  103. /// This is an scalar which can be used to reduce the
  104. /// reflection textures on all objects to save fillrate.
  105. $pref::Reflect::refractTexScale = 1.0;
  106. /// This is the total frame in milliseconds to budget for
  107. /// reflection rendering. If your CPU bound and have alot
  108. /// of smaller reflection surfaces try reducing this time.
  109. $pref::Reflect::frameLimitMS = 10;
  110. /// Set true to force all water objects to use static cubemap reflections.
  111. $pref::Water::enableTrueReflections = true;
  112. // A global LOD scalar which can reduce the overall density of placed GroundCover.
  113. $pref::GroundCover::densityScale = 1.0;
  114. /// An overall scaler on the lod switching between DTS models.
  115. /// Smaller numbers makes the lod switch sooner.
  116. $pref::TS::detailAdjust = 1.0;
  117. ///
  118. $pref::Decals::enabled = true;
  119. ///
  120. $pref::Decals::lifeTimeScale = "1";
  121. /// The number of mipmap levels to drop on loaded textures
  122. /// to reduce video memory usage.
  123. ///
  124. /// It will skip any textures that have been defined as not
  125. /// allowing down scaling.
  126. ///
  127. $pref::Video::textureReductionLevel = 0;
  128. ///
  129. $pref::Shadows::textureScalar = 1.0;
  130. ///
  131. $pref::Shadows::disable = false;
  132. /// Sets the shadow filtering mode.
  133. ///
  134. /// None - Disables filtering.
  135. ///
  136. /// SoftShadow - Does a simple soft shadow
  137. ///
  138. /// SoftShadowHighQuality
  139. ///
  140. $pref::Shadows::filterMode = "SoftShadow";
  141. ///
  142. $pref::Video::defaultAnisotropy = 1;
  143. /// Radius in meters around the camera that ForestItems are affected by wind.
  144. /// Note that a very large number with a large number of items is not cheap.
  145. $pref::windEffectRadius = 25;
  146. /// AutoDetect graphics quality levels the next startup.
  147. $pref::Video::autoDetect = 1;
  148. $PostFXManager::Settings::EnableDOF = "0";
  149. $PostFXManager::Settings::DOF::BlurCurveFar = "";
  150. $PostFXManager::Settings::DOF::BlurCurveNear = "";
  151. $PostFXManager::Settings::DOF::BlurMax = "";
  152. $PostFXManager::Settings::DOF::BlurMin = "";
  153. $PostFXManager::Settings::DOF::EnableAutoFocus = "";
  154. $PostFXManager::Settings::DOF::EnableDOF = "";
  155. $PostFXManager::Settings::DOF::FocusRangeMax = "";
  156. $PostFXManager::Settings::DOF::FocusRangeMin = "";
  157. $PostFXManager::Settings::EnableLightRays = "0";
  158. $PostFXManager::Settings::LightRays::brightScalar = "0.75";
  159. $PostFXManager::Settings::LightRays::decay = "1.0";
  160. $PostFXManager::Settings::LightRays::density = "0.94";
  161. $PostFXManager::Settings::LightRays::numSamples = "40";
  162. $PostFXManager::Settings::LightRays::weight = "5.65";
  163. $PostFXManager::Settings::EnableDOF = 1;
  164. $pref::PostFX::EnableVignette = 1;
  165. $pref::PostFX::EnableLightRays = 1;
  166. $pref::PostFX::EnableHDR = 1;
  167. $pref::PostFX::EnableSSAO = 1;
  168. $pref::PostFX::EnableHDRBloom = 1;