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  1. #1
    .L33T's Avatar
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    Renderer Console Variables

    Renderer console variables, not all of them are tested/work. Use them for "pushing to console":

    Code:
    //------------------------------
    // System controls
    "CacheTextures", int, 0
    
    //------------------------------
    // Really Close settings
    "reallyclose_near", float, 0.1f
    "reallyclose_far", float, 7.0f
    "PVModelFOV", float, 75.0f
    "PVModelAspect", float, 1.0f
    "PVModelEnvmapVelocity", float, 128.0f
    "PVModelEnvmapScale", float, 0.4f
    "PVModelEnvmapClampRange", float, 5.0f
    "DrawGuns", int, 1
    
    //------------------------------
    // Fog
    "TableFog", int, 1
    "FogEnable", int, 0
    "FogR", int, 255
    "FogG", int, 255
    "FogB", int, 255
    "FogNearZ", float, 0.0f
    "FogFarZ", float, 2000.0f
    "SkyFogNearZ", float, 0.0f
    "SkyFogFarZ", float, 2000.0f
    
    //------------------------------
    // Detail Textures
    "DetailTextures", int, 1
    "DetailTextureScale", float, 0.2f
    "DetailTextureAdd", int, 1
    
    //------------------------------
    // Environment Maps
    "EnvMapAdd", int, 1
    "EnvPanSpeed", float, 0.0005f
    "EnvScale", float, 1.0f
    "EnvMapEnable", int, 1
    
    //------------------------------
    // Environment Bump Maps
    "EnvBumpMap", int, 1
    "EnvBumpMapScale", float, 1.0f
    "EnvBumpMapBumpScale", float, 1.0f
    
    //------------------------------
    // DOT3 world rendering 
    "DOT3BumpMap", int, 1
    "DOT3EnvBumpMap", int, 1
    "DOT3Saturate", int, 0
    
    //------------------------------
    // World Debugging
    "DrawWorldTree", int, 0
    "DrawRenderBlocks", int, 0
    "DebugRBTri", int, 0
    "DebugRBCur", int, 0
    "DebugRBAll", int, 0
    "DebugRBFrustum", int, 0
    "DebugRBNoOccluders", int, 0
    "DebugRBDrawOccluders", int, 0
    "DebugRBSortOccluders", int, 1
    "DebugRBTime", int, 0
    "DebugRBDraw", int, 1
    "DebugRBOldOccludeeShape", int, 0
    "DebugRBFindSlivers", int, 0
    "LockPVS", int, 0
    "DisableRenderObjectGroups", int, 0
    
    //------------------------------
    // Renderer Settings
    "VSyncOnFlip", int, 1
    "MipMapBias", float, 0.0f
    "Trilinear", int, 0
    "Anisotropic", int, 0
    "2DAnisotropic", int, 0
    "RefRast", int, 0
    "BackBufferCount", int, 2
    "ZBitDepth", int, 32
    "StencilBitDepth", int, 0
    "ForceSwapEffectBlt", int, 0
    "AntiAliasFSOverSample", int, 0
    "ForceSWVertProcess", int, 0
    "Dither", int, 1
    "S3TCEnable", int, 1
    "MaxTexAspectRatio", int, 0
    "32BitTextures", int, 1
    "32BitLightMaps", int, 1
    "MaxTextureSize", int, 16*1024
    "Saturate", int, 0
    "Bilinear", int, 1
    "2DBilinear", int, 1
    "OptimizeSurfaces", int, 0
    "CullWorldTree", int, 0
    "FarZ", float, 10000.0f
    "PreventFrameBuffering", int, 1
    "ShowFrameBufferingInfo", int, 0
    "MultiPassLightMatch", int, 0
    "Use0WeightsForDisable", int, 0
    
    //------------------------------
    // Gamma Control
    "GammaR", float, 1.0f
    "GammaG", float, 1.0f
    "GammaB", float, 1.0f
    
    //------------------------------
    // Dynamic Lights
    "DynamicLight_TextureSize", int, 256
    "DynamicLight_Backfacing", int, 1
    "DynamicLight_Backfacing_Error", float, 10.0f
    "DynamicLight_Backfacing_ShowBackFaces", int, 0
    "LightAddPoly", float, 1.0f
    "DynamicLight", int, 1
    "DynamicLightWorld", int, 0
    
    //------------------------------
    // Model Shadows
    "DrawCastShadowLights", int, 0
    "MaxModelShadows", int, 1
    "DrawAllModelShadows", int, 0
    "ModelShadow_Proj_Enable", int, 0
    "ModelShadow_Proj_MaxShadows", int, 1
    "ModelShadow_Proj_TextureRes", int, 128
    "ModelShadow_Proj_LOD", int, 0
    "ModelShadow_Proj_Tween", int, 1
    "ModelShadow_Proj_Perspective", int, 0
    "ModelShadow_Proj_DrawLights", int, 0
    "ModelShadow_Proj_DrawShadowTex", int, 0
    "ModelShadow_Proj_DrawProjPlane", int, 0
    "ModelShadow_Proj_MinColorComponent", float, 40.0f
    "ModelShadow_Proj_MaxProjDist", float, 200.0f
    "ModelShadow_Proj_Alpha", float, 1.0f
    "ModelShadow_Proj_ProjAreaRadiusScale", float, 1.1f
    "ModelShadow_Proj_BackFaceCull", int, 1
    "ModelShadow_Proj_NumTextures", int, 2
    "ModelShadow_Proj_TintFill", int, 0
    "ModelShadow_Proj_BlurShadows", int, 1
    "ModelShadow_Proj_BlurPixelSpacing", float, 1.0f
    "ModelShadow_Proj_MaxShadowsPerFrame", int, -1
    "ModelShadow_Proj_Fade", int, 1
    "ModelShadow_Proj_EnableBlurPS", int, 1
    "ModelShadow_Proj_DimFadeOffsetScale", float, 0.5f
    
    //------------------------------
    // Model Lighting
    "ModelSunVariance", float, 0.05f
    "ModelApplySun", int, 1
    "ModelSaturation", float, 1
    "MaxModelLights", int, 4
    "LightModels", int, 1
    "ModelApplyAmbient", int, 1
    "ModelLightingSkipRootNode", int, 0
    
    //------------------------------
    // Model Render Controls
    "ModelLODOffset", int, 0
    "TextureModels", int, 1
    "ZBiasModelRSPasses", int, 1
    
    //------------------------------
    // Model Debug controls
    "ModelDebug_DrawBoxes", int, 0
    "ModelDebug_DrawTouchingLights", int, 0
    "ModelDebug_DrawSkeleton", int, 0
    "ModelDebug_DrawOBBS", int, 0
    "ModelDebug_DrawVertexNormals", int, 0
    
    //------------------------------
    // Primitive Control
    "DrawCanvases", int, 1
    "DrawModels", int, 1
    "DrawSolidModels", int, 1
    "DrawTranslucentModels", int, 1
    "DrawWorld", int, 1
    "DrawSky", int, 1
    "DrawSprites", int, 1
    "DrawPolyGrids", int, 1
    "DrawParticles", int, 1
    "DrawVolumeEffects", int, 1
    "DrawLineSystems", int, 1
    "DrawWorldModels", int, 1
    
    //------------------------------
    // Renderer Debugging
    "ShowMemStats_Render", int, 0
    "RenderDebug", int, 0
    "ShowPolyCounts", int, 0
    "ShowTextureCounts", int, 0
    "ShowTextureMemory", int, 0
    "Wireframe", int, 0
    "WireframeModels", int, 0
    "LightMap", int, 1
    "DrawFlat", int, 0
    "LightmapsOnly", int, 0
    "DrawSorted", int, 1
    "ShowRenderedObjectCounts", int, 0
    "ShowCullCounts", int, 0
    "ShowModelRenderInfo", int, 0
    
    //------------------------------
    // Sky Settings
    "SkyScale", float, 1.0f
    "AllSkyPortals", int, 0
    "SkyFarZ", float, 10000.0f
    
    //------------------------------
    // PolyGrid Settings
    "EnvMapPolyGrids", int, 1
    "BumpMapPolyGrids", int, 1
    "FresnelPolyGrids", int, 1
    "PolyGridBufferSize", int, 2048
    
    //------------------------------
    // VolumeEffect Settings
    "DrawVolumeEffectVolumes", int, 0
    
    //------------------------------
    // Sprite Settings
    "DynamicLightSprites", int, 1
    
    //------------------------------
    // Glow Settings
    "ScreenGlowEnable", int, 0
    "ScreenGlowShowTexture", int, 0
    "ScreenGlowShowTextureScale", float, 0.5f
    "ScreenGlowTextureSize", int, 256
    "ScreenGlowUVScale", float, 0.75
    "ScreenGlowFilterSize", int, 28
    "ScreenGlowGaussAmp0", float, 0.06f
    "ScreenGlowGaussRadius0", float, 0.18f
    "ScreenGlowGaussAmp1", float, 0.11f
    "ScreenGlowGaussRadius1", float, 4.5f
    "ScreenGlowPixelShift", float, -0.1f
    "ScreenGlowShowFilter", int, 0
    "ScreenGlowShowFilterScale", float, 0.25f
    "ScreenGlowShowFilterRange", float, 0.2f
    "ScreenGlowFogEnable", int, 0
    "ScreenGlowFogNearZ", float, 0.0f
    "ScreenGlowFogFarZ", float, 2000.0f
    "ScreenGlowEnablePS", int, 1
    
    //------------------------------
    // Effect file settings
    "Effect_ForceSoftwareShaders", int, 0
    "Effect_DebugEffectIncludes", int, 0
    Credits:
    OverDriveJT - Original list;
    .L33T - Some editing, topic. /

  2. The Following User Says Thank You to .L33T For This Useful Post:

    ParkII (08-23-2011)

  3. #2
    Fabolous's Avatar
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    This was posted long time ago but they closed the thread.

  4. #3
    seeplusplus's Avatar
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    Hmmmm... Someone else gave me this...
    [php]// System controls
    RCONVAR(g_CV_CacheTextures, "CacheTextures", int, 0);

    //------------------------------
    // Really Close settings
    RCONVAR(g_CV_ModelNear, "reallyclose_near", float, 0.1f);
    RCONVAR(g_CV_ModelFar, "reallyclose_far", float, 7.0f);
    RCONVAR(g_CV_PVModelFOV, "PVModelFOV", float, 75.0f);
    RCONVAR(g_CV_PVModelAspect, "PVModelAspect", float, 1.0f);
    RCONVAR(g_CV_PVModelEnvmapVelocity, "PVModelEnvmapVelocity", float, 128.0f);
    RCONVAR(g_CV_PVModelEnvmapScale, "PVModelEnvmapScale", float, 0.4f);
    RCONVAR(g_CV_PVModelEnvMapCampRange, "PVModelEnvmapClampRange", float, 5.0f);
    RCONVAR(g_CV_DrawGuns, "DrawGuns", int, 1);


    //------------------------------
    // Fog
    RCONVAR(g_CV_TableFog, "TableFog", int, 1);
    RCONVAR(g_CV_FogEnable, "FogEnable", int, 0);
    RCONVAR(g_CV_FogColorR, "FogR", int, 255);
    RCONVAR(g_CV_FogColorG, "FogG", int, 255);
    RCONVAR(g_CV_FogColorB, "FogB", int, 255);
    RCONVAR(g_CV_FogNearZ, "FogNearZ", float, 0.0f);
    RCONVAR(g_CV_FogFarZ, "FogFarZ", float, 2000.0f);
    RCONVAR(g_CV_SkyFogNearZ, "SkyFogNearZ", float, 0.0f);
    RCONVAR(g_CV_SkyFogFarZ, "SkyFogFarZ", float, 2000.0f);

    //------------------------------
    // Detail Textures
    RCONVAR(g_CV_DetailTextures, "DetailTextures", int, 1);
    RCONVAR(g_CV_DetailTextureScale, "DetailTextureScale", float, 0.2f);
    RCONVAR(g_CV_DetailTextureAdd, "DetailTextureAdd", int, 1);

    //------------------------------
    // Environment Maps
    RCONVAR(g_CV_EnvMapAdd, "EnvMapAdd", int, 1);
    RCONVAR(g_CV_EnvPanSpeed, "EnvPanSpeed", float, 0.0005f);
    RCONVAR(g_CV_EnvScale, "EnvScale", float, 1.0f);
    RCONVAR(g_CV_EnvMapEnable, "EnvMapEnable", int, 1);

    //------------------------------
    // Environment Bump Maps
    RCONVAR(g_CV_EnvBumpMap, "EnvBumpMap", int, 1);
    RCONVAR(g_CV_EnvBumpMapScale, "EnvBumpMapScale", float, 1.0f);
    RCONVAR(g_CV_EnvBumpMapBumpScale, "EnvBumpMapBumpScale", float, 1.0f);


    //------------------------------
    // DOT3 world rendering
    RCONVAR(g_CV_DOT3BumpMap, "DOT3BumpMap", int, 1);
    RCONVAR(g_CV_DOT3EnvBumpMap, "DOT3EnvBumpMap", int, 1);
    RCONVAR(g_CV_DOT3Saturate, "DOT3Saturate", int, 0);


    //------------------------------
    // World Debugging
    RCONVAR(g_CV_DrawWorldTree, "DrawWorldTree", int, 0);
    RCONVAR(g_CV_DrawRenderBlocks, "DrawRenderBlocks", int, 0);
    RCONVAR(g_CV_DebugRBTri, "DebugRBTri", int, 0);
    RCONVAR(g_CV_DebugRBCur, "DebugRBCur", int, 0);
    RCONVAR(g_CV_DebugRBAll, "DebugRBAll", int, 0);
    RCONVAR(g_CV_DebugRBFrustum, "DebugRBFrustum", int, 0);
    RCONVAR(g_CV_DebugRBNoOccluders, "DebugRBNoOccluders", int, 0);
    RCONVAR(g_CV_DebugRBDrawOccluders, "DebugRBDrawOccluders", int, 0);
    RCONVAR(g_CV_DebugRBSortOccluders, "DebugRBSortOccluders", int, 1);
    RCONVAR(g_CV_DebugRBTime, "DebugRBTime", int, 0);
    RCONVAR(g_CV_DebugRBDraw, "DebugRBDraw", int, 1);
    RCONVAR(g_CV_DebugRBOldOccludeeShape, "DebugRBOldOccludeeShape", int, 0);
    RCONVAR(g_CV_DebugRBFindSlivers, "DebugRBFindSlivers", int, 0);
    //RCONVAR(g_CV_LockPVS, "LockPVS", int, 0);
    RCONVAR(g_CV_DisableRenderObjectGroups, "DisableRenderObjectGroups", int, 0);

    //------------------------------
    // Renderer Settings
    RCONVAR(g_CV_VSyncOnFlip, "VSyncOnFlip", int, 1);
    RCONVAR(g_CV_MipMapBias, "MipMapBias", float, 0.0f);
    RCONVAR(g_CV_Trilinear, "Trilinear", int, 0);
    RCONVAR(g_CV_Anisotropic, "Anisotropic", int, 0);
    RCONVAR(g_CV_2DAnisotropic, "2DAnisotropic", int, 0);
    RCONVAR(g_CV_RefRast, "RefRast", int, 0);
    RCONVAR(g_CV_BackBufferCount, "BackBufferCount", int, 2);
    RCONVAR(g_CV_ZBitDepth, "ZBitDepth", int, 32);
    RCONVAR(g_CV_StencilBitDepth, "StencilBitDepth", int, 0);
    RCONVAR(g_CV_ForceSwapEffectBlt, "ForceSwapEffectBlt", int, 0);
    RCONVAR(g_CV_AntiAliasFSOverSample, "AntiAliasFSOverSample", int, 0);
    RCONVAR(g_CV_ForceSWVertProcess, "ForceSWVertProcess", int, 0);
    RCONVAR(g_CV_Dither, "Dither", int, 1);
    RCONVAR(g_CV_S3TCEnable, "S3TCEnable", int, 1);
    RCONVAR(g_CV_MaxTexAspectRatio, "MaxTexAspectRatio", int, 0);
    RCONVAR(g_CV_32BitTextures, "32BitTextures", int, 1);
    RCONVAR(g_CV_32BitLightmaps, "32BitLightMaps", int, 1);
    RCONVAR(g_CV_MaxTextureSize, "MaxTextureSize", int, 16*1024);
    RCONVAR(g_CV_Saturate, "Saturate", int, 0);
    RCONVAR(g_CV_Bilinear, "Bilinear", int, 1);
    RCONVAR(g_CV_2DBilinear, "2DBilinear", int, 1);
    RCONVAR(g_CV_OptimizeSurfaces, "OptimizeSurfaces", int, 0);
    RCONVAR(g_CV_CullWorldTree, "CullWorldTree", int, 0);
    RCONVAR(g_CV_FarZ, "FarZ", float, 10000.0f);
    RCONVAR(g_CV_PreventFrameBuffering, "PreventFrameBuffering", int, 1);
    RCONVAR(g_CV_ShowFrameBufferingInfo, "ShowFrameBufferingInfo", int, 0);
    RCONVAR(g_CV_MultiPassLightMatch, "MultiPassLightMatch", int, 0); // use first renderpass dynamic light on all passes
    RCONVAR(g_CV_Use0WeightsForDisable, "Use0WeightsForDisable", int, 0);

    //------------------------------
    // Gamma Control
    RCONVAR(g_CV_GammaR, "GammaR", float, 1.0f);
    RCONVAR(g_CV_GammaG, "GammaG", float, 1.0f);
    RCONVAR(g_CV_GammaB, "GammaB", float, 1.0f);

    //------------------------------
    // Dynamic Lights
    RCONVAR(g_CV_DynamicLight_TextureSize, "DynamicLight_TextureSize", int, 256);
    RCONVAR(g_CV_DynamicLight_Backfacing, "DynamicLight_Backfacing", int, 1);
    RCONVAR(g_CV_DynamicLight_Backfacing_Error, "DynamicLight_Backfacing_Error", float, 10.0f);
    RCONVAR(g_CV_DynamicLight_Backfacing_ShowBackFaces , "DynamicLight_Backfacing_ShowBackFaces", int, 0);
    RCONVAR(g_CV_LightAddPoly, "LightAddPoly", float, 1.0f);
    RCONVAR(g_CV_DynamicLight, "DynamicLight", int, 1);
    RCONVAR(g_CV_DynamicLightWorld, "DynamicLightWorld", int, 0);

    //------------------------------
    // Model Shadows
    RCONVAR(g_CV_DrawCastShadowLights, "DrawCastShadowLights", int, 0);
    RCONVAR(g_CV_MaxModelShadows, "MaxModelShadows", int, 1);
    RCONVAR(g_CV_DrawAllModelShadows, "DrawAllModelShadows", int, 0);
    RCONVAR(g_CV_ModelShadow_Proj_Enable, "ModelShadow_Proj_Enable", int, 0);
    RCONVAR(g_CV_ModelShadow_Proj_MaxShadows, "ModelShadow_Proj_MaxShadows", int, 1);
    RCONVAR(g_CV_ModelShadow_Proj_TextureRes, "ModelShadow_Proj_TextureRes", int, 128);
    RCONVAR(g_CV_ModelShadow_Proj_LOD, "ModelShadow_Proj_LOD", int, 0);
    RCONVAR(g_CV_ModelShadow_Proj_Tween, "ModelShadow_Proj_Tween", int, 1);
    RCONVAR(g_CV_ModelShadow_Proj_Perspective, "ModelShadow_Proj_Perspective", int, 0);
    RCONVAR(g_CV_ModelShadow_Proj_DrawLights, "ModelShadow_Proj_DrawLights", int, 0);
    RCONVAR(g_CV_ModelShadow_Proj_DrawShadowTex, "ModelShadow_Proj_DrawShadowTex", int, 0);
    RCONVAR(g_CV_ModelShadow_Proj_DrawProjPlane, "ModelShadow_Proj_DrawProjPlane", int, 0);
    RCONVAR(g_CV_ModelShadow_Proj_MinColorComponent, "ModelShadow_Proj_MinColorComponent", float, 40.0f);
    RCONVAR(g_CV_ModelShadow_Proj_MaxProjDist, "ModelShadow_Proj_MaxProjDist", float, 200.0f);
    RCONVAR(g_CV_ModelShadow_Proj_Alpha, "ModelShadow_Proj_Alpha", float, 1.0f);
    RCONVAR(g_CV_ModelShadow_Proj_ProjAreaRadiusScale, "ModelShadow_Proj_ProjAreaRadiusScale", float, 1.1f);
    RCONVAR(g_CV_ModelShadow_Proj_BackFaceCull, "ModelShadow_Proj_BackFaceCull", int, 1);
    RCONVAR(g_CV_ModelShadow_Proj_NumTextures, "ModelShadow_Proj_NumTextures", int, 2);
    RCONVAR(g_CV_ModelShadow_Proj_TintFill, "ModelShadow_Proj_TintFill", int, 0);
    RCONVAR(g_CV_ModelShadow_Proj_BlurShadows, "ModelShadow_Proj_BlurShadows", int, 1);
    RCONVAR(g_CV_ModelShadow_Proj_BlurPixelSpacing, "ModelShadow_Proj_BlurPixelSpacing", float, 1.0f);
    RCONVAR(g_CV_ModelShadow_Proj_MaxShadowsPerFrame, "ModelShadow_Proj_MaxShadowsPerFrame", int, -1);
    RCONVAR(g_CV_ModelShadow_Proj_Fade, "ModelShadow_Proj_Fade", int, 1);
    RCONVAR(g_CV_ModelShadow_Proj_EnableBlurPS, "ModelShadow_Proj_EnableBlurPS", int, 1);
    RCONVAR(g_CV_ModelShadow_Proj_DimFadeOffsetScale, "ModelShadow_Proj_DimFadeOffsetScale", float, 0.5f);

    //------------------------------
    // Model Lighting
    RCONVAR(g_CV_ModelSunVariance, "ModelSunVariance", float, 0.05f);
    RCONVAR(g_CV_ModelApplySun, "ModelApplySun", int, 1);
    RCONVAR(g_CV_ModelSaturation, "ModelSaturation", float, 1);
    RCONVAR(g_CV_MaxModelLights, "MaxModelLights", int, 4);
    RCONVAR(g_CV_LightModels, "LightModels", int, 1);
    RCONVAR(g_CV_ModelApplyAmbient, "ModelApplyAmbient", int, 1);
    RCONVAR(g_CV_ModelLightingSkipRootNode, "ModelLightingSkipRootNode", int, 0);

    //------------------------------
    // Model Render Controls
    RCONVAR(g_CV_ModelLODOffset, "ModelLODOffset", int, 0);
    RCONVAR(g_CV_TextureModels, "TextureModels", int, 1);
    RCONVAR(g_CV_ZBiasModelRSPasses, "ZBiasModelRSPasses", int, 1);

    //------------------------------
    // Model Debug controls
    RCONVAR(g_CV_ModelDebug_DrawBoxes, "ModelDebug_DrawBoxes", int, 0);
    RCONVAR(g_CV_ModelDebug_DrawTouchingLights, "ModelDebug_DrawTouchingLights", int, 0);
    RCONVAR(g_CV_ModelDebug_DrawSkeleton, "ModelDebug_DrawSkeleton", int, 0);
    RCONVAR(g_CV_ModelDebug_DrawOBBS, "ModelDebug_DrawOBBS", int, 0);
    RCONVAR(g_CV_ModelDebug_DrawVertexNormals, "ModelDebug_DrawVertexNormals", int, 0);

    //------------------------------
    // Primitive Control
    RCONVAR(g_CV_DrawCanvases, "DrawCanvases", int, 1);
    RCONVAR(g_CV_DrawModels, "DrawModels", int, 1);
    RCONVAR(g_CV_DrawSolidModels, "DrawSolidModels", int, 1);
    RCONVAR(g_CV_DrawTranslucentModels, "DrawTranslucentModels", int, 1);
    RCONVAR(g_CV_DrawWorld, "DrawWorld", int, 1);
    RCONVAR(g_CV_DrawSky, "DrawSky", int, 1);
    RCONVAR(g_CV_DrawSprites, "DrawSprites", int, 1);
    RCONVAR(g_CV_DrawPolyGrids, "DrawPolyGrids", int, 1);
    RCONVAR(g_CV_DrawParticles, "DrawParticles", int, 1);
    RCONVAR(g_CV_DrawVolumeEffects, "DrawVolumeEffects", int, 1);
    RCONVAR(g_CV_DrawLineSystems, "DrawLineSystems", int, 1);
    RCONVAR(g_CV_DrawWorldModels, "DrawWorldModels", int, 1);

    //------------------------------
    // Renderer Debugging
    RCONVAR(g_CV_ShowMemStats_Render, "ShowMemStats_Render", int, 0);
    RCONVAR(g_CV_RenderDebug, "RenderDebug", int, 0);
    RCONVAR(g_CV_ShowPolyCounts, "ShowPolyCounts", int, 0);
    RCONVAR(g_CV_ShowTextureCounts, "ShowTextureCounts", int, 0);
    RCONVAR(g_CV_ShowTextureMemory, "ShowTextureMemory", int, 0);
    RCONVAR(g_CV_Wireframe, "Wireframe", int, 0);
    RCONVAR(g_CV_WireframeModels, "WireframeModels", int, 0);
    RCONVAR(g_CV_LightMap, "LightMap", int, 1);
    RCONVAR(g_CV_DrawFlat, "DrawFlat", int, 0);
    RCONVAR(g_CV_LightmapsOnly, "LightmapsOnly", int, 0);
    RCONVAR(g_CV_DrawSorted, "DrawSorted", int, 1);
    RCONVAR(g_CV_ShowRenderedObjectCounts, "ShowRenderedObjectCounts", int, 0);
    RCONVAR(g_CV_ShowCullCounts, "ShowCullCounts", int, 0);
    RCONVAR(g_CV_ShowModelRenderInfo, "ShowModelRenderInfo", int, 0);


    //------------------------------
    // Sky Settings
    RCONVAR(g_CV_SkyScale, "SkyScale", float, 1.0f);
    RCONVAR(g_CV_AllSkyPortals, "AllSkyPortals", int, 0);
    RCONVAR(g_CV_SkyFarZ, "SkyFarZ", float, 10000.0f);

    //------------------------------
    // PolyGrid Settings
    RCONVAR(g_CV_EnvMapPolyGrids, "EnvMapPolyGrids", int, 1);
    RCONVAR(g_CV_BumpMapPolyGrids, "BumpMapPolyGrids", int, 1);
    RCONVAR(g_CV_FresnelPolyGrids, "FresnelPolyGrids", int, 1);
    RCONVAR(g_CV_PolyGridBufferSize, "PolyGridBufferSize", int, 2048);

    //------------------------------
    // VolumeEffect Settings
    RCONVAR(g_CV_DrawVolumeEffectVolumes, "DrawVolumeEffectVolumes", int, 0);


    //------------------------------
    // Sprite Settings
    RCONVAR(g_CV_DynamicLightSprites, "DynamicLightSprites", int, 1);

    //------------------------------
    // Glow Settings
    RCONVAR(g_CV_ScreenGlowEnable, "ScreenGlowEnable", int, 0);
    RCONVAR(g_CV_ScreenGlowShowTexture, "ScreenGlowShowTexture", int, 0);
    RCONVAR(g_CV_ScreenGlowShowTextureScale, "ScreenGlowShowTextureScale", float, 0.5f);
    RCONVAR(g_CV_ScreenGlowTextureSize, "ScreenGlowTextureSize", int, 256);
    RCONVAR(g_CV_ScreenGlowUVScale, "ScreenGlowUVScale", float, 0.75);
    RCONVAR(g_CV_ScreenGlowFilterSize, "ScreenGlowFilterSize", int, 28);
    RCONVAR(g_CV_ScreenGlowGaussAmp0, "ScreenGlowGaussAmp0", float, 0.06f);
    RCONVAR(g_CV_ScreenGlowGaussRadius0, "ScreenGlowGaussRadius0", float, 0.18f);
    RCONVAR(g_CV_ScreenGlowGaussAmp1, "ScreenGlowGaussAmp1", float, 0.11f);
    RCONVAR(g_CV_ScreenGlowGaussRadius1, "ScreenGlowGaussRadius1", float, 4.5f);
    RCONVAR(g_CV_ScreenGlowPixelShift, "ScreenGlowPixelShift", float, -0.1f);
    RCONVAR(g_CV_ScreenGlowShowFilter, "ScreenGlowShowFilter", int, 0);
    RCONVAR(g_CV_ScreenGlowShowFilterScale, "ScreenGlowShowFilterScale", float, 0.25f);
    RCONVAR(g_CV_ScreenGlowShowFilterRange, "ScreenGlowShowFilterRange", float, 0.2f);
    RCONVAR(g_CV_ScreenGlowFogEnable, "ScreenGlowFogEnable", int, 0);
    RCONVAR(g_CV_ScreenGlowFogNearZ, "ScreenGlowFogNearZ", float, 0.0f);
    RCONVAR(g_CV_ScreenGlowFogFarZ, "ScreenGlowFogFarZ", float, 2000.0f);
    RCONVAR(g_CV_ScreenGlowEnablePS, "ScreenGlowEnablePS", int, 1);

    //------------------------------
    // Effect file settings
    RCONVAR(g_CV_Effect_ForceSoftwareShaders, "Effect_ForceSoftwareShaders", int, 0);
    RCONVAR(g_CV_Effect_DebugEffectIncludes, "Effect_DebugEffectIncludes", int, 0);[/php]
    Goals:
    Green = Done
    Blue = Getting Somewhere
    Red = Not Done
    • Mouse Grid
    • PTC Method
    • Trigger Bot

    I'm trying to think of more stuff!

  5. #4
    Sydney's Avatar
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    Thanks..Usefull

    Thanks Cosmos


  6. #5
    seeplusplus's Avatar
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    Quote Originally Posted by kongamonga View Post
    Thanks..Usefull
    Not really. It's just a bunch of PTC Commands, which most don't do anything...
    Goals:
    Green = Done
    Blue = Getting Somewhere
    Red = Not Done
    • Mouse Grid
    • PTC Method
    • Trigger Bot

    I'm trying to think of more stuff!

  7. #6
    Cediquer's Avatar
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    thxs man very useful to me 2 XD

  8. #7
    ac1d_buRn's Avatar
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    Quote Originally Posted by seeplusplus View Post
    Not really. It's just a bunch of PTC Commands, which most don't do anything...
    It is to some people.
    And its not called "Hover Nametags" its called "Engine Nametags".

  9. #8
    swatfx's Avatar
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    Quote Originally Posted by ac1d_buRn View Post


    It is to some people.
    And its not called "Hover Nametags" its called "Engine Nametags".
    lol hover nametags

    acid is right

  10. #9
    seeplusplus's Avatar
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    It's not the built in nametags...
    It's ESP.
    Goals:
    Green = Done
    Blue = Getting Somewhere
    Red = Not Done
    • Mouse Grid
    • PTC Method
    • Trigger Bot

    I'm trying to think of more stuff!

  11. #10
    UGodly's Avatar
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    thanks a lot

  12. #11
    DeadLinez's Avatar
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    lol @seeplusplus

    Code:
    if(CursorPos(//W2S Y, //W2S X){
    //ESP Nametags.
    }