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Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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cryshal wrote:
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.
What exactly does that do? I'm dumb in this stuff.

phi


Systemic Anomaly

Joined: Aug 18, 2005
Messages: 3393
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cryshal wrote:
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.


Message edited by phi on 12/05/2006 07:32:28.



Perceptive Mind

Joined: Aug 19, 2005
Messages: 534
Location: Kaede
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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.

 

 

 

 

 


Message edited by r3spon5e on 02/01/2007 17:01:53.
phi


Systemic Anomaly

Joined: Aug 18, 2005
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OK I have the following three useropts figured out now...

  1. wr_extfardist = Maximum visible distance outside
  2. wr_fogfardist = distance from camera that fog becomes 100% opaque
  3. wr_skybox_fogrim_fogdst = distance to use when calculating how much fog to apply to skyline image

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.


Message edited by phi on 12/05/2006 06:48:46.



Femme Fatale

Joined: Aug 15, 2005
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So here's a mighty nice question that I highly doubt can be done, but oh well.

In CoV if the graphics are really high, it blurs the backround buildings and such to cut down on performace, as can be done with FFXI with some registry edit. Is there a possible option like this in useropts?

Like how that one option shows far away buildings at full textures, this one just adds a blur to the faraway buildings so it's low texture but doesn't look to grotesque.

phi


Systemic Anomaly

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Messages: 3393
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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.




Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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phi wrote:

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.

Will that increase or lose performance on weak computers?

phi


Systemic Anomaly

Joined: Aug 18, 2005
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Roukan wrote:
phi wrote:

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.

Will that increase or lose performance on weak computers?


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.




Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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phi wrote:
Roukan wrote:
phi wrote:

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.

Will that increase or lose performance on weak computers?


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.

Can you give me numbers to work with on those options? SMILEY I'm kinda dumb

phi


Systemic Anomaly

Joined: Aug 18, 2005
Messages: 3393
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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)


Message edited by phi on 12/05/2006 07:45:44.



Jacked Out

Joined: Aug 18, 2005
Messages: 251
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Is it possible to change the "world events" link in-game to display perhaps, another page on the internet through the user opts.



Vindicator

Joined: Aug 15, 2005
Messages: 5444
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Not through useropts. You'd have to change your game files, which is against the EULA.

- Void



Jacked Out

Joined: Aug 18, 2005
Messages: 251
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Drats. Foiled Again!


Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6422
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Yeah, Void's right.

There's a FlashTraffic_URL which is set by default to http://thematrixonline.station.sony...FlashTraffic.vm but changing it does nothing in useropts/options.

Message edited by Bayamos on 12/09/2006 08:37:27.



Systemic Anomaly

Joined: Aug 21, 2005
Messages: 1852
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Is there a useropts option that takes you directly to whatever tab you want in the Loading Area so instead of coming to the first page it sends you directly to the Hardline or Items page without having to click on the tab itself?

 
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