Console/Engine

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Console variables and commands for the engine.
Command: e_reloadSurfaces 
script: 
help: 

variable: e_allow_cvars_serialization 
type: int
current: 1
help: If set to zero - will not save cvars to cfg file

variable: e_ambient_occlusion 
type: int
current: 0
help: Activate non deferred terrain occlusion and indirectional lighitng system

variable: e_bboxes 
type: int
current: 0
help: Activates drawing of bounding boxes

variable: e_brushes 
type: int
current: 1
help: Draw brushes

variable: e_cbuffer 
type: int
current: 1
help: Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check

variable: e_cbuffer_bias 
type: float
current: 1.05
help: Coverage buffer z-biasing

variable: e_cbuffer_clip_planes_num 
type: int
current: 6
help: Debug

variable: e_cbuffer_debug 
type: int
current: 0
help: Display content of main camera coverage buffer

variable: e_cbuffer_debug_draw_scale 
type: float
current: 1
help: Debug

variable: e_cbuffer_debug_freeze 
type: int
current: 0
help: Freezes viewmatrix/-frustum 

variable: e_cbuffer_draw_occluders 
type: int
current: 0
help: Debug draw of occluders for coverage buffer

variable: e_cbuffer_hw 
type: int
current: 0
help: Debug

variable: e_cbuffer_lazy_test 
type: int
current: 1
help: Dont test visible objects every frame

variable: e_cbuffer_lc 
type: int
current: 0
help: Debug

variable: e_cbuffer_lights_debug_side 
type: int
current: -1
help: Debug

variable: e_cbuffer_max_add_render_mesh_time 
type: int
current: 2
help: Max time for unlimited AddRenderMesh

variable: e_cbuffer_occluders_lod_ratio 
type: float
current: 0.25
help: Debug

variable: e_cbuffer_occluders_test_min_tris_num 
type: int
current: 0
help: Debug

variable: e_cbuffer_occluders_view_dist_ratio 
type: float
current: 1
help: Debug

variable: e_cbuffer_resolution 
type: int
current: 128
help: Resolution of software coverage buffer

variable: e_cbuffer_terrain 
type: int
current: 0
help: Activates usage of coverage buffer for terrain

variable: e_cbuffer_terrain_elevation_shift 
type: float
current: 4
help: Shift low lods down in order to avoid false occlusion

variable: e_cbuffer_terrain_lod_ratio 
type: float
current: 4
help: Terrain lod ratio for mesh rendered into cbuffer

variable: e_cbuffer_terrain_lod_shift 
type: int
current: 2
help: Controlls tesselation of terrain mesh

variable: e_cbuffer_terrain_max_distance 
type: float
current: 512
help: Only near sectors are rasterized

variable: e_cbuffer_test_mode 
type: int
current: 2
help: Debug

variable: e_cbuffer_tree_debug 
type: int
current: 0
help: Debug

variable: e_cbuffer_tree_depth 
type: int
current: 7
help: Debug

variable: e_cbuffer_version 
type: int
current: 2
help: 1 Vladimir's, 2MichaelK's

variable: e_clouds 
type: int
current: 1
help: Enable clouds rendering

variable: e_cull_lights_per_triangle_min_obj_radius 
type: float
current: 8
help: Debug

variable: e_cull_veg_activation 
type: int
current: 20
help: Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)

variable: e_debug_draw 
type: int
current: 0
help: Draw helpers with information for each object (same number negative hides the text)
 1: Name of the used cgf, polycount, used LOD
 2: Color coded polygon count
 3: Show color coded LODs count, flashing color indicates no Lod
 4: Display object texture memory usage
 5: Display color coded number of render materials
 6: Display ambient color
 7: Display tri count, number of render materials, texture memory
 8: RenderWorld statistics (with view cones)
 9: RenderWorld statistics (with view cones without lights)
10: Render geometry with simple lines and triangles
11: Render occlusion geometry additionally
12: Render occlusion geometry without render geometry
13: Render occlusion ammount (used during AO computations)
15: Display helpers

variable: e_debug_lights 
type: float
current: 0
help: Use different colors for objects affected by different number of lights
 black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled

variable: e_debug_mask 
type: int
current: 0
help: debug variable to activate certain features for debugging (each bit represents one feature
bit 0(1): use EFSLIST_TERRAINLAYER
bit 1(2):
bit 3(4):
bit 4(8):

variable: e_decals 
type: int
current: 1
help: Activates drawing of decals (game decals and hand-placed)

variable: e_decals_allow_game_decals 
type: int
current: 0
help: Allows creation of decals by game (like weapon bullets marks)

variable: e_decals_clip 
type: int
current: 1
help: Clip decal geometry by decal bbox

variable: e_decals_hit_cache 
type: int
current: 1
help: Use smart hit cacheing for bullet hits (may cause no decals in some cases)

variable: e_decals_life_time_scale DUMPTODISK
type: float
current: 0.5
help: Allows to increase or reduce decals life time for different specs

variable: e_decals_merge 
type: int
current: 1
help: Combine pieces of decals into one render call

variable: e_decals_neighbor_max_life_time 
type: float
current: 4
help: If not zero - new decals will force old decals to fade in X seconds

variable: e_decals_overlapping 
type: float
current: 0
help: If zero - new decals will not be spawned if the distance to nearest decals less than X

variable: e_decals_precreate 
type: int
current: 1
help: Pre-create decals at load time

variable: e_decals_range 
type: float
current: 20
help: Less precision for decals outside this range

variable: e_decals_scissor 
type: int
current: 1
help: Enable decal rendering optimization by using scissor

variable: e_decals_wrap_around_min_size 
type: float
current: 0.05
help: Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used

variable: e_default_material 
type: float
current: 0
help: use gray illum as default

variable: e_deformable_objects 
type: int
current: 1
help: Enable / Disable morph based deformable objects

variable: e_detail_materials 
type: int
current: 1
help: Activates drawing of detail materials on terrain ground

variable: e_detail_materials_debug 
type: int
current: 0
help: Shows number of materials in use per terrain sector

variable: e_detail_materials_view_dist_xy 
type: float
current: 64
help: Max view distance of terrain XY materials

variable: e_detail_materials_view_dist_z 
type: float
current: 64
help: Max view distance of terrain Z materials

variable: e_detail_objects 
type: int
current: 1
help: Turn detail objects on/off

variable: e_dissolve 
type: int
current: 0
help: Objects alphatest_noise_fading out on distance

variable: e_dissolve_transition_threshold 
type: float
current: 0.05
help: Controls disabling of smooth transition if camera moves too fast

variable: e_dissolve_transition_time 
type: float
current: 0.3
help: Lod switch duration

variable: e_dynamic_light 
type: int
current: 1
help: Activates dynamic light sources

variable: e_dynamic_light_consistent_sort_order 
type: int
current: 1
help: Debug

variable: e_dynamic_light_frame_id_vis_test 
type: int
current: 0
help: Use based on last draw frame visibility test

variable: e_entities 
type: int
current: 1
help: Activates drawing of entities and brushes

variable: e_EntitySuppressionLevel 
type: int
current: 0
help: Defines the level at which entities are spawned.
Entities marked with lower level will not be spawned - 0 means no level.
Usage: e_EntitySuppressionLevel [0-infinity]
Default is 0 (off).

variable: e_flocks DUMPTODISK
type: int
current: 1
help: Enable Flocks (Birds/Fishes)

variable: e_flocks_hunt 
type: int
current: 1
help: Birds will fall down...

variable: e_fog 
type: int
current: 1
help: Activates global height/distance based fog

variable: e_fogvolumes 
type: int
current: 1
help: Activates local height/distance based fog volumes

Contents

Foliage

variable: e_foliage_branches_damping 
type: float
current: 10
help: Damping of branch ropes

variable: e_foliage_branches_stiffness 
type: float
current: 100
help: Stiffness of branch ropes

variable: e_foliage_branches_timeout 
type: float
current: 4
help: Maximum lifetime of branch ropes (if there are no collisions)

variable: e_foliage_broken_branches_damping 
type: float
current: 15
help: Damping of branch ropes of broken vegetation

variable: e_foliage_stiffness 
type: float
current: 3.2
help: Stiffness of the spongy obstruct geometry
e_foliage_wind_activation_dist
If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated


variable: e_force_detail_level_for_resolution 
type: int
current: 0
help: Force sprite distance and other values used for some specific screen resolution, 0 means current

variable: e_gsm_cache 
type: float
current: 1
help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated

variable: e_gsm_cache_lod_offset 
type: int
current: 3
help: Makes first X GSM lods not cached

variable: e_gsm_combined 
type: int
current: 0
help: Variable to tweak the performace of directional shadow maps
0=individual textures are used for each GSM level, 1=texture are combined into one texture

variable: e_gsm_depth_bounds_debug 
type: int
current: 0
help: Debug GSM bounds regions calculation

variable: e_gsm_lods_num 
type: int
current: 3
help: Number of GSM lods (0..5)

variable: e_gsm_range 
type: float
current: 4
help: Size of LOD 0 GSM area (in meters)

variable: e_gsm_range_step 
type: float
current: 3
help: Range of next GSM lod is previous range multiplied by step

variable: e_gsm_range_step_terrain 
type: float
current: 16
help: gsm_range_step for last gsm lod containg terrain

variable: e_gsm_scatter_lod_dist 
type: float
current: 70
help: Size of Scattering LOD GSM in meters

variable: e_gsm_stats 
type: int
current: 0
help: Show GSM statistics 0=off, 1=enable debug to the screens

variable: e_gsm_view_space 
type: int
current: 0
help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera

variable: e_hw_occlusion_culling_objects 
type: int
current: 0
help: Activates usage of HW occlusion test for objects

variable: e_hw_occlusion_culling_water 
type: int
current: 1
help: Activates usage of HW occlusion test for ocean

variable: e_joint_strength_scale 
type: float
current: 1
help: Scales the strength of prebroken objects' joints (for tweaking)

variable: e_level_auto_precache_camera_jump_dist 
type: int
current: 64
help: When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start

variable: e_level_auto_precache_terrain_and_proc_veget 
type: float
current: 1
help: Force auro pre-cache of terrain textures and procedural vegetation

variable: e_level_auto_precache_textures_and_shaders 
type: float
current: 0
help: Force auro pre-cache of general textures and shaders

variable: e_lod_max 
type: int
current: 6
help: Max LOD for objects

variable: e_lod_min 
type: int
current: 2
help: Min LOD for objects

variable: e_lod_min_tris 
type: int
current: 300
help: LODs with less triangles will not be used

variable: e_lod_ratio 
type: float
current: 3
help: LOD distance ratio for objects

variable: e_lods 
type: int
current: 1
help: Load and use LOD models for static geometry

variable: e_lowspec_mode 
type: int
current: 0
help: Enables lowspec mode

variable: e_materials 
type: int
current: 1
help: Activates material support for non animated objects

variable: e_max_entity_lights 
type: int
current: 11
help: Set maximum number of lights affecting object

variable: e_max_view_dst 
type: int
current: -1
help: Far clipping plane distance

variable: e_max_view_dst_full_dist_cam_height 
type: float
current: 1000
help: Debug

variable: e_max_view_dst_spec_lerp 
type: float
current: 0
help: 1 - use max view distance set by designer for very high spec
0 - for very low spec
Values between 0 and 1 - will lerp between high and low spec max view distances

variable: e_mesh_simplify 
type: float
current: 0
help: Mesh simplification debugging

variable: e_obj 
type: int
current: 1
help: Render or not all objects

variable: e_obj_fast_register 
type: int
current: 1
help: Debug

variable: e_obj_quality 
type: int
current: 1
help: Current object detail quality

variable: e_obj_stats 
type: int
current: 0
help: Show instances count

variable: e_obj_tree_max_node_size 
type: int
current: 0
help: Debug draw of object tree bboxes

variable: e_obj_tree_min_node_size 
type: int
current: 0
help: Debug draw of object tree bboxes

variable: e_occlusion_culling_view_dist_ratio 
type: float
current: 0.5
help: Skip per object occlusion test for very far objects - culling on tree level will handle it

variable: e_occlusion_volumes 
type: int
current: 1
help: Enable occlusion volumes(antiportals)

variable: e_occlusion_volumes_view_dist_ratio 
type: float
current: 0.05
help: Controls how far occlusion volumes starts to occlude objects

variable: e_on_demand_maxsize 
type: float
current: 20
help: Specifies the maximum size of vegetation objects that are physicalized on-demand

variable: e_on_demand_physics 
type: int
current: 0
help: Turns on on-demand vegetation physicalization

variable: e_phys_bullet_coll_dist 
type: float
current: 75
help: Max distance for bullet rendermesh checks

variable: e_phys_foliage 
type: int
current: 1
help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)

variable: e_phys_ocean_cell 
type: float
current: 0
help: Cell size for ocean approximation in physics, 0 assumes flat plane

variable: e_portals 
type: int
current: 1
help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging

variable: e_portals_big_entities_fix 
type: int
current: 1
help: Enables special processing of big entities like vehicles intersecting portals

variable: e_precache_level 
type: int
current: 1
help: Pre-render objects right after level loading

variable: e_proc_vegetation 
type: int
current: 1
help: Show procedurally distributed vegetation

variable: e_proc_vegetation_max_view_distance 
type: int
current: 128
help: Debug

variable: e_profile_level_loading 
type: int
current: 0
help: Output level loading stats into log
0 = Off
1 = Output basic info about loading time per function
2 = Output full statistics including loading time and memory allocations with call stack info

variable: e_ram_DumpDXF 
type: int
current: 0
help: Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs

variable: e_ram_maps DUMPTODISK, REQUIRE_LEVEL_RELOAD
type: int
current: 1
help: Use RAM (realtime ambient maps) on brushes

variable: e_recursion 
type: int
current: 1
help: If 0 - will skip recursive render calls like render into texture

variable: e_recursion_occlusion_culling 
type: int
current: 0
help: If 0 - will disable occlusion tests for recursive render calls like render into texture

variable: e_recursion_view_dist_ratio 
type: float
current: 0.1
help: Set all view distances shorter by factor of X

variable: e_render 
type: int
current: 1
help: Enable engine rendering

variable: e_roads 
type: int
current: 1
help: Activates drawing of road objects

variable: e_ropes 
type: int
current: 1
help: Turn Rendering of Ropes on/off

variable: e_scene_merging 
type: int
current: 0
help: Merge marked brushes during loading

variable: e_scene_merging_compact_vertices 
type: int
current: 1
help: Minimize number of vertices in decals and merged brushes

variable: e_scene_merging_max_time_ms 
type: int
current: 5
help: Spend only X ms per frame on merging

variable: e_scene_merging_max_tris_in_chunk 
type: int
current: 64
help: Only objects having less than X triangles per chunk will me merged

variable: e_scene_merging_min_merge_distance 
type: int
current: 0
help: Don't merge nodes closer than X

variable: e_scene_merging_show_onlymerged 
type: int
current: 0
help: Show only merged brushes

variable: e_scissor_debug 
type: int
current: 0
help: Debug

variable: e_screenshot 
type: int
current: 0
help: Make screenshot combined up of multiple rendered frames
(negative values for multiple frames, positive for a a single frame)
 1 highres
 2 360 degree panorama
 3 Map top-down view

see:
  e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x,
  e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug

variable: e_screenshot_debug 
type: int
current: 0
help: 0 off
1 show stiching borders
2 show overlapping areas

variable: e_screenshot_file_format 
type: string
current: tga
help: Set output image file format for hires screen shots. Can be JPG or TGA

variable: e_screenshot_height 
type: int
current: 1500
help: used for e_panorama_screenshot to define the height of the destination image, 1500 default

variable: e_screenshot_map_camheight 
type: float
current: 4000
help: param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map
defines the y position of the bottom right corner of the screenshot-area on the terrain,
0.0 - 1.0 (1.0 is default)

variable: e_screenshot_map_center_x 
type: float
current: 0
help: param for the centerX position of the camera, see e_screenshot_map
defines the x position of the top left corner of the screenshot-area on the terrain,
0.0 - 1.0 (0.0 is default)

variable: e_screenshot_map_center_y 
type: float
current: 0
help: param for the centerX position of the camera, see e_screenshot_map
defines the y position of the top left corner of the screenshot-area on the terrain,
0.0 - 1.0 (0.0 is default)

variable: e_screenshot_map_size_x 
type: float
current: 1024
help: param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain,
0.0 - 1.0 (1.0 is default)

variable: e_screenshot_map_size_y 
type: float
current: 1024
help: param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain,
0.0 - 1.0 (1.0 is default)

variable: e_screenshot_min_slices 
type: int
current: 4
help: used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug

variable: e_screenshot_quality 
type: int
current: 30
help: used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug

variable: e_screenshot_square 
type: int
current: 0
help: resize the current viewport into a square image file

variable: e_screenshot_width 
type: int
current: 2000
help: used for e_panorama_screenshot to define the width of the destination image, 2000 default

variable: e_shadows 
type: int
current: 1
help: Activates drawing of shadows

variable: e_shadows_cast_view_dist_ratio 
type: float
current: 0.25
help: View dist ratio for shadow maps

variable: e_shadows_clouds 
type: int
current: 1
help: Cloud shadows

variable: e_shadows_debug 
type: int
current: 0
help: 0=off, 2=visualize shadow maps on the screen

variable: e_shadows_from_terrain_in_all_lods 
type: int
current: 0
help: Enable shadows from terrain

variable: e_shadows_frustums 
type: int
current: 0
help: Debug

variable: e_shadows_max_texture_size 
type: int
current: 256
help: Set maximum resolution of shadow map
256(faster), 512(medium), 1024(better quality)

variable: e_shadows_occ_check 
type: int
current: 0
help: Enable/disable shadow-caster test against the occlusion buffer

variable: e_shadows_occ_cutCaster 
type: int
current: 0
help: Clips the caster extrusion to the zoro height.

variable: e_shadows_on_alpha_blended 
type: int
current: 0
help: Enable shadows on aplhablended 

variable: e_shadows_slope_bias 
type: float
current: 4
help: Shadows slope bias for shadowgen

variable: e_shadows_water 
type: int
current: 0
help: Enable/disable shadows on water

variable: e_sketch_mode 
type: int
current: 0
help: Enables Sketch mode drawing

Sky

variable: e_sky_box 
type: int
current: 1
help: Activates drawing of skybox and moving cloud layers

variable: e_sky_quality 
type: int
current: 1
help: Quality of dynamic sky: 1 (very high), 2 (high).

variable: e_sky_type 
type: int
current: 1
help: Type of sky used: 0 (static), 1 (dynamic).

variable: e_sky_update_rate 
type: float
current: 1
help: Percentage of a full dynamic sky update calculated per frame (0..100].

variable: e_sleep 
type: int
current: 0
help: Sleep X in C3DEngine::Draw

variable: e_stat_obj_merge 
type: float
current: 1
help: Enable CGF sub-objects meshes merging

Streaming

variable: e_stream_areas 
type: int
current: 0
help: Stream content of terrain and indoor sectors


variable: e_stream_cgf 
type: int
current: 0
help: Debug

variable: e_stream_for_physics 
type: int
current: 1
help: Debug

variable: e_stream_for_visuals 
type: int
current: 1
help: Debug

Sun


variable: e_sun 
type: int
current: 1
help: Activates sun light source

variable: e_sun_angle_snap_dot 
type: float
current: 0.999999
help: Sun dir snap control

variable: e_sun_angle_snap_sec 
type: float
current: 0.1
help: Sun dir snap control

variable: e_sun_clipplane_range 
type: float
current: 192
help: Max range for sun shadowmap frustum

Terrain

variable: e_terrain 
type: int
current: 1
help: Activates drawing of terrain ground

variable: e_terrain_ao 
type: int
current: 1
help: Activate deferred terrain ambient occlusion

variable: e_terrain_bboxes 
type: int
current: 0
help: Show terrain nodes bboxes

variable: e_terrain_deformations 
type: int
current: 0
help: Allows in-game terrain surface deformations

variable: e_terrain_draw_this_sector_only 
type: int
current: 0
help: 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is

variable: e_terrain_lm_gen_threshold 
type: float
current: 0.1
help: Debug

variable: e_terrain_lod_ratio 
type: float
current: 1
help: Set heightmap LOD

variable: e_terrain_log 
type: int
current: 0
help: Debug

variable: e_terrain_normal_map 
type: int
current: 1
help: Use terrain normal map for base pass if available

variable: e_terrain_occlusion_culling 
type: int
current: 1
help: heightmap occlusion culling with time coherency 0=off, 1=on

variable: e_terrain_occlusion_culling_debug 
type: int
current: 0
help: Draw sphere onevery terrain height sample

variable: e_terrain_occlusion_culling_max_dist 
type: float
current: 100
help: Max length of ray (for version 1)

variable: e_terrain_occlusion_culling_max_steps 
type: int
current: 50
help: Max number of tests per ray (for version 0)

variable: e_terrain_occlusion_culling_precision 
type: float
current: 0.25
help: Density of rays

variable: e_terrain_occlusion_culling_precision_dist_ratio 
type: float
current: 3
help: Controlls density of rays depending on distance to the object

variable: e_terrain_occlusion_culling_step_size 
type: int
current: 4
help: Initial size of single step (in heightmap units)

variable: e_terrain_occlusion_culling_step_size_delta 
type: float
current: 1.05
help: Step size scale on every next step (for version 1)

variable: e_terrain_occlusion_culling_version 
type: int
current: 1
help: 0 - old, 1 - new

variable: e_terrain_texture_debug 
type: int
current: 0
help: Debug

variable: e_terrain_texture_lod_ratio 
type: float
current: 1
help: Adjust terrain base texture resolution on distance

variable: e_terrain_texture_streaming_debug 
type: int
current: 0
help: Debug

Time


variable: e_time_of_day 
type: float
current: 12
help: Current Time of Day

variable: e_time_of_day_speed 
type: float
current: 0
help: Time of Day change speed

variable: e_time_smoothing 
type: int
current: 1
help: 0=no smoothing, 1=smoothing

variable: e_timedemo_frames 
type: int
current: 0
help: Will quit appication in X number of frames, r_DisplayInfo must be also enabled

variable: e_timer_debug 
type: int
current: 0
help: Timer debug

Vegetation

variable: e_vegetation 
type: int
current: 1
help: Activates drawing of distributed objects like trees

variable: e_vegetation_alpha_blend 
type: int
current: 1
help: Allow alpha blending for vegetations

variable: e_vegetation_bending 
type: int
current: 1
help: Debug

variable: e_vegetation_mem_sort_test 
type: int
current: 0
help: Debug

variable: e_vegetation_min_size DUMPTODISK, REQUIRE_LEVEL_RELOAD
type: float
current: 1
help: Minimal size of static object, smaller objects will be not rendered

variable: e_vegetation_node_level 
type: int
current: -1
help: Debug

variable: e_vegetation_sphericalskinning 
type: int
current: 1
help: Activates vegetation spherical skinning support

variable: e_vegetation_sprites 
type: int
current: 1
help: Activates drawing of sprites instead of distributed objects at far distance

variable: e_vegetation_sprites_distance_custom_ratio_min 
type: float
current: 0.5
help: Clamps SpriteDistRatio setting in vegetation properties

variable: e_vegetation_sprites_distance_ratio 
type: float
current: 1
help: Allows changing distance on what vegetation switch into sprite

variable: e_vegetation_sprites_min_distance 
type: float
current: 8
help: Sets minimal distance when distributed object can be replaced with sprite

variable: e_vegetation_static_instancing 
type: int
current: 0
help: Enable 3dengine side static instancing

variable: e_vegetation_use_terrain_color 
type: int
current: 1
help: Allow blend with terrain color for vegetations

variable: e_vegetation_wind 
type: int
current: 1
help: Activates vegetation with wind support

View Distance

variable: e_view_dist_custom_ratio 
type: float
current: 100
help: View distance ratio for special marked objects (Players,AI,Vehicles)

variable: e_view_dist_min 
type: float
current: 0
help: Min distance on what far objects will be culled out

variable: e_view_dist_ratio 
type: float
current: 40
help: View distance ratio for objects

variable: e_view_dist_ratio_detail 
type: float
current: 15
help: View distance ratio for detail objects

variable: e_view_dist_ratio_vegetation 
type: float
current: 15
help: View distance ratio for vegetation

variable: e_volobj_shadow_strength 
type: float
current: 0.4
help: Self shadow intensity of volume objects [0..1].

Voxels

variable: e_voxel 
type: int
current: 1
help: Render voxels

variable: e_voxel_ao_radius 
type: int
current: 8
help: Ambient occlusion test range in units

variable: e_voxel_ao_scale 
type: int
current: 4
help: Ambient occlusion amount

variable: e_voxel_build 
type: int
current: 0
help: Regenerate voxel world

variable: e_voxel_debug 
type: int
current: 0
help: Draw voxel debug info

variable: e_voxel_fill_mode 
type: int
current: 0
help: Use create brush as fill brush

variable: e_voxel_lods_num 
type: int
current: 1
help: Generate LODs for voxels

variable: e_voxel_make_physics 
type: int
current: 1
help: Physicalize geometry

variable: e_voxel_make_shadows 
type: int
current: 0
help: Calculate per vertex shadows

variable: e_voxel_rasterize_selected_brush 
type: float
current: 0
help: Debug

Water

variable: e_water_ocean 
type: int
current: 1
help: Activates drawing of ocean

variable: e_water_ocean_bottom 
type: int
current: 1
help: Activates drawing bottom of ocean

variable: e_water_ocean_fft 
type: int
current: 0
help: Activates fft based ocean

variable: e_water_ocean_soft_particles 
type: int
current: 0
help: Enables ocean soft particles

variable: e_water_tesselation_amount 
type: int
current: 1
help: Set tesselation amount

variable: e_water_tesselation_swath_width 
type: int
current: 5
help: Set the swath width for the boustrophedonic mesh stripping

variable: e_water_volumes 
type: int
current: 1
help: Activates drawing of water volumes

variable: e_water_waves 
type: int
current: 0
help: Activates drawing of water waves

variable: e_water_waves_tesselation_amount 
type: int
current: 5
help: Sets water waves tesselation amount

Wind

Turning these debug variables off will disable wind.

e_wind
enables/disables global wind


e_wind_areas
enables/disables wind areas
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