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  [URL]Protocol=unrealName=PlayerMap=EntryLocalMap=EntryLocalOptions=TransitionMap=EntryMapExt=changemeEXEName=unreal.exeDebugEXEName=DEBUG-unreal.exeSaveExt=usaPort=7777PeerPort=7778GameName=Default Game NameGameNameShort=DGN[Engine.ScriptPackages]EngineNativePackages=CoreEngineNativePackages=Engine; This is always needed since there are native UObjectsEngineNativePackages=GFxUIEngineNativePackages=GameFramework; IpDrv is most likely the only package needed here - it's included unless WITH_ UE3_NETWORKING is 0. DO NOT put OnlineSubsystem packages hereNetNativePackages=IpDrvEditorPackages=UnrealEd; This is only used when WITH_GFX is trueScaleformEditorPackages=GFxUIEditor; WWISEMODIF_STARTEngineNativePackages=AkAudio; WWISEMODIF_END[Engine.Engine]NetworkDevice=IpDrv.TcpNetDriverFallbackNetworkDevice=IpDrv.TcpNetDriverConsoleClassName=Engine.ConsoleGameViewportClientClassName=Engine.GameViewportClientLocalPlayerClassName=Engine.LocalPlayerDataStoreClientClassName=Engine.DataStoreClient; The language used by the engineLanguage=INTbAllowMatureLanguage=FALSEGameEngine=Engine.GameEngineEditorEngine=UnrealEd.EditorEngineUnrealEdEngine=UnrealEd.UnrealEdEngineClient=WinDrv.WindowsClientRender=Render.RenderInput=Engine.InputCanvas=Engine.CanvasTinyFontName=EngineFonts.TinyFontSmallFontName=EngineFonts.SmallFontMediumFontName=EngineFonts.SmallFontLargeFontName=EngineFonts.SmallFontSubtitleFontName=EngineFonts.SmallFontWireframeMaterialName=EngineDebugMaterials.WireframeMaterialDefaultMaterialName=EngineMaterials.DefaultMaterialDefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterialDefaultTextureName=EngineMaterials.DefaultDiffuseEmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterialGeomMaterialName=EngineDebugMaterials.GeomMaterial  DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterialTickMaterialName=EditorMaterials.Tick_MatCrossMaterialName=EditorMaterials.Cross_MatDefaultUICaretMaterialName=EngineMaterials.BlinkingCaretSceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterialSceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterialScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreqImageGrainNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreqRandomAngleTextureName=EngineMaterials.RandomAnglesRandomNormalTextureName=EngineMaterials.RandomNormal2RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDiscWeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTextureLightMapDensityTextureName=EngineMaterials.DefaultWhiteGridLightMapDensityNormalName=EngineMaterials.DefaultNormalLevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterialLevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterialLightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVsShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterialShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterialRemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterialVertexColorMaterialName=EngineDebugMaterials.VertexColorMaterialVertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnlyVertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColorVertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode _RedOnlyVertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnlyVertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnlyHeatmapMaterialName=EngineDebugMaterials.HeatmapMaterialBoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterialTangentColorMaterialName=EngineDebugMaterials.TangentColorMaterialEditorBrushMaterialName=EngineMaterials.EditorBrushMaterialDefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterialLandscapeHolePhysMaterialName=EngineMaterials.LandscapeHolePhysicalMaterialTextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInstTerrainErrorMaterialName=EngineDebugMaterials.MaterialError_MatProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterialBuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh; Roughly how many texels per world unit when generating a building LOD color textureProcBuildingLODColorTexelsPerWorldUnit=0.075; Roughly how many texels per world unit when generating a building LOD lighting textureProcBuildingLODLightingTexelsPerWorldUnit=0.015; Maximum size of a building LOD color texture; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ ProcBuilding_Face!MaxProcBuildingLODColorTextureSize=1024; Maximum size of a building LOD lighting texture  ; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ ProcBuilding_LightMap!MaxProcBuildingLODLightingTextureSize=256; Whether to crop building LOD textures to rectangular textures to reduce wasted memoryUseProcBuildingLODTextureCropping=True; Whether to force use of power-of-two LOD textures (uses more memory, but may have better performance); NOTE: Currently enabled until non-pow2 textures are supported on core platformsForcePowerOfTwoProcBuildingLODTextures=True; True if we should combine light/shadow maps together if they're very similar to one anotherbCombineSimilarMappings=False; Maximum root mean square deviation of the image difference allowed for mappings to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled.MaxRMSDForCombiningMappings=6.0ImageReflectionTextureSize=1024TerrainMaterialMaxTextureCount=16TerrainTessellationCheckCount=6TerrainTessellationCheckBorder=2.0TerrainTessellationCheckDistance=4096.0BeginUPTryCount=200000bStaticDecalsEnabled=TruebDynamicDecalsEnabled=TruebForceStaticTerrain=FalseLightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)LightComplexityColors=(R=0,G=0,B=0,A=1)LightComplexityColors=(R=0,G=255,B=0,A=1)LightComplexityColors=(R=63,G=191,B=0,A=1)LightComplexityColors=(R=127,G=127,B=0,A=1)LightComplexityColors=(R=191,G=63,B=0,A=1)LightComplexityColors=(R=255,G=0,B=0,A=1)ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)MaxPixelShaderAdditiveComplexityCount=900TimeBetweenPurgingPendingKillObjects=60bUseTextureStreaming=TruebUseBackgroundLevelStreaming=TruebSubtitlesEnabled=TruebSubtitlesForcedOff=FALSEScoutClassName= Engine.Scout DefaultPostProcessName=EngineMaterials.DefaultScenePostProcessDefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcessThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcessThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess  ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcessDefaultSoundName=EngineSounds.WhiteNoisebOnScreenKismetWarnings=TRUEbEnableKismetLogging=FALSE; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMaterials to the StartupPackages for console platformsbAllowDebugViewmodesOnConsoles=FALSECameraRotationThreshold=45.0CameraTranslationThreshold=10000PrimitiveProbablyVisibleTime = 8.0PercentUnoccludedRequeries = 0.125MaxOcclusionPixelsFraction = 0.1MinTextureDensity=0.0IdealTextureDensity=13.0MaxTextureDensity=55.0MinLightMapDensity=0.0IdealLightMapDensity=0.05MaxLightMapDensity=0.2RenderLightMapDensityGrayscaleScale=1.0RenderLightMapDensityColorScale=1.0bRenderLightMapDensityGrayscale=falseLightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)bDisablePhysXHardwareSupport=TrueDemoRecordingDevice=Engine.DemoRecDriverbPauseOnLossOfFocus=FALSEMaxFluidNumVerts=1048576FluidSimulationTimeLimit=30.0MaxParticleResize=0MaxParticleResizeWarn=0bCheckParticleRenderSize=TrueMaxParticleVertexMemory=131972NetClientTicksPerSecond=200MaxTrackedOcclusionIncrement=0.10TrackedOcclusionStepSize=0.10MipFadeInSpeed0=0.3MipFadeOutSpeed0=0.1MipFadeInSpeed1=2.0MipFadeOutSpeed1=1.0StatColorMappings=(StatName= AverageFPS ,ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))StatColorMappings=(StatName= Frametime ,ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))StatColorMappings=(StatName= Streaming fudge factor ,ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))PhysXGpuHeapSize=32PhysXMeshCacheSize=8bShouldGenerateSimpleLightmaps=TRUE; Enables normal map sampling when Lightmass is generating 'simple' light maps. This increases lighting build time, but may improve quality when normal maps are used to represent curvature over a large surface area. When this setting is disabled, 'simple' light maps will not take normal maps into account.bUseNormalMapsForSimpleLightMaps=TRUEbSmoothFrameRate=TRUEMinSmoothedFrameRate=22MaxSmoothedFrameRate=62bCheckForMultiplePawnsSpawnedInAFrame=FALSE
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