|Fri 31.Jan 2014, 19:41|
This file classify the surface types existing on the game and gives them specific properties to set.
Valve says that surface types define "the physical properties of an object including friction and density, collision/footstep sounds, the effect of bullet impacts and, if the object is destructible, health and gib type".
Based on this words,what this script file will do is to change the default material types that emanate a sets of particles from different surface/entities(props) found in the game.
This will allow to remove a set of visual elements like bullet effects,surface states,dust,etc.All Credits of this goes to the competitive TF2 players.
Download link and installation
DL:Visual Clutter Remover
C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\custom\my_custom_folder\scripts
-You can also implement this into your custom HUD
Surface properties parameters
-Definition of effects and usage of each surface parameter
// physics parameters are:
// density: this is the material density in kg / m^3 (water is 1000)
// elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
// friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
// dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
// stepleft: footstep sound for left foot
// stepright: footstep sound for right foot
// impactsoft: Physical impact sound when hitting soft surfaces
// impacthard: Physical impact sound when hitting hard surfaces
// scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
// scraperough: Looping physics friction sound (when scraping rough surfaces)
// bulletimpact: bullet impact sound
// gamematerial: game material index (can be a single letter or a number)
// "base" means to use the parameters from that material as a base.
// "base" must appear as the first key in a material
// thickness: If this value is present, the material is not volumetrically solid
// it means that the volume should be computed as the surface area times this
// thickness (for automatic mass). The inside space beneath the thickness value is air./
-All of these follow the editable functionality > "property" "value".You can find those concepts at the beginning of this file.
-Example of a surface type properties found on surfacepoperties.txt
Editing Surface properties
1.Edit the file located at C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2\scripts\surfaceproperties.txt with a text editor.
2.Since each surface type have a individual moddable parameters to change the properties of themselves,What we will do is change is to change "gamematerial" that defines a material type(for example:Wood,metal.etc)a single letter value defines a material type ,"W" for example represents "Wood". You can find all value meanings at here https://developer.valvesoftware.com/wiki/Material_Types.
3.The main key of disabling those visual clutter is to set "gamematerial" from "X[any letter]" to "I" . "I" represents a clip material system.
·Valve defines Clip Textures as:
Invisible tool textures that limit movement, typically of the player(s),"https://developer.valvesoftware.com/wiki/Clip_texture".
Being those "invisible",will clearly remove any evidence of surface state that comes from a "clip" type material.
This should work as a graphic optimization that can be installed for any kind of usage ,just for players looking for FPS ,or players looking for a better visual panorama for competitive gaming and gameplay smoothness.Hope it helps to anyone ,Best Regards MINO
[ Edited Fri 31.Jan 2014, 19:50 ]
|Fri 31.Jan 2014, 19:55|
|Oki doki. I will test it and implement into recording videos.|
|Fri 31.Jan 2014, 22:07|
|lol scripters tbh x)|
|Fri 31.Jan 2014, 23:32|
|No,it doesnt have any relation with level of detail.This file modify the material type of multiple default surfaces,so in this way we get a different material behaviour when it interacts .|
In-game what you will notice is:
·No shooting dust .
·No entities,props gibs(Shooting sparks)
·Replaced any other material function
In the video the Upper side uses picmip -1(very high texturing quality) and the lower side uses picmip 3 (very low) ,But dont give to this a relation with lod.
[ Edited Fri 31.Jan 2014, 23:32 ]
|Sat 01.Feb 2014, 00:48|
|Thanks for this. Useful for players with low performance PC|