r_intensity will not make sense until postproccessing is turned off iirc. Could be wrong but I remember big difference of r_intensity in with and without postproccessing.
r_intensity will not make sense until postproccessing is turned off iirc. Could be wrong but I remember big difference of r_intensity in with and without postproccessing.
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can u guys make a screenshot?
heres my settings:
overbr+mapov - 1, no cap
ambient 100
contrast .9
intensity 1
postprocess on (i guess its needed for bright crosshairz)
+ i´m using a script for brightness
http://www.pic-upload.de/view-8825419/shot0065.jpg.html
Last edited by ybl; 02-09-2011 at 06:45 AM.
CA with <16 slots is nothing.
r_intensity 1 postproccessing ON
http://img695.imageshack.us/img695/8572/shot0016s.jpg
r_intensity 2 postproccessing ON
http://img25.imageshack.us/img25/5451/shot0017b.jpg
r_intensity 1 postproccessing OFF
http://img135.imageshack.us/img135/623/shot0018g.jpg
r_intensity 2 postproccessing OFF
http://img42.imageshack.us/img42/8715/shot0019wo.jpg
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yep, crosshair gets dark
current video.cfg
r_contrast 1 /////*****
r_drawSun 0 /// ***********
r_overBrightBits 1 // 0-4entities or objects. **********
r_mapOverBrightBits 1 //0-10 ************
r_gamma 1.2
r_fastsky 0 //0normal ; 1disabled
r_picmip 6 //
r_vertexlight 0 //0 = Light Map ; 1 = Vertex *********
r_znear 4 //Sets distance from player in which objects areclipped out of the scene.
r_allowExtensions 1
r_allowSoftwareGL 1
r_ambientScale 100
r_bloomActive 0
r_clear 0
r_colorbits 32
r_colorCorrectActive 0 //
r_colorMipLevels 0
r_debugAds 0
r_debuglight 0
r_depthbits 32
r_detailtextures 0
r_directedScale 1
r_displayRefresh 120
r_drawBuffer GL_BACK
r_drawentities 1
r_drawworld 1
r_dynamiclight 1
r_enableBloom 0
r_enableColorCorrect 1
r_enablePostProcess 1
r_ext_compiled_vertex_array 1
r_ext_compressed_textures 0
r_ext_gamma_control 1
r_ext_multitexture 1
r_ext_texture_env_add 1
r_facePlaneCull 1
r_finish 0
r_flareFade 7
r_flares 0 //
r_flareSize 40
r_floatingPointsFBOs 0
r_fullbright 0
r_fullscreen 1
r_glDriver Opengl32
r_ignore 1
r_ignoreFastPath 1
r_ignoreGLErrors 1
r_ignorehwgamma 0
r_intensity 1
r_lightmap 0
r_lockpvs 0
r_lodbias 0
r_lodCurveError 250
r_lodscale 10
r_logFile 0
r_maxpolys 600
r_maxpolyverts 3000
r_measureOverdraw 0
r_nobind 0
r_nocull 0
r_nocurves 0
r_noFastRestart 0
r_noportals 0
r_norefresh 0
r_novis 0
r_postProcessActive 0
r_primitives 0
r_roundImagesDown 1
r_showtris 0
r_simpleMipMaps 1
r_singleShader 0
r_smp 0 //??1Enables symmetric multiprocessing acceleration. **
r_stencilbits 0
r_stereo 0
r_subdivisions 4
r_swapInterval 0
r_texturebits 32
r_texturemode GL_LINEAR_MIPMAP_NEAREST
r_uiFullScreen 0
Last edited by ybl; 02-10-2011 at 04:25 PM.
CA with <16 slots is nothing.
and....no answer. Isnt that always the case. And why wouldnt that be a the default setting in the first place. Imagine that a game where you can actually see what you shooting at...go figure.
If only the game could manipulate itself around my hardware and display color settings
4.7.2013 armyzotp.cfg - After Torture There's Pain
Amd 8350 - 4.4hz
gskill sniper 16 gigs - 1006hz
Crosshair V
Demos galore
http://www.own3d.tv/NGL