Visual CVARs Names, Values(Range or Toggle), Default Values, Explanations and Performance considerations |
based on 3Dfx Interactive's Voodoo2 running 3Dfx's MiniGL driver |
by )))Reverend((( |
Things that are cool (with some that are worth experimenting for mod- and map-makers) |
1. envmap |
This absolute
command takes 6 screenshots in-game to make a sky background out
of an in-game scene.
2. gl_texels |
Report on total
number of texels uploaded to the 3D card.
3. gl_log |
This enables/disables
logging of GL commands.
4. mcache |
This dumps a list
of models currently referenced by the engine (not really useful
unless you're making a full-blown mod).
5. cl_skyvec_z/y/x Different values depending on scene.Values 0 to 1. |
This is a
lighting direction vector for outdoor lighting as it applies to
characters (scientist, player, etc) in the game. In daylight and
outdoors, for example, higher values would result in darker
shades in areas of character's body not hit by sunlight.
6. cl_skycolor_b/r/g Different values depending on scene. |
This is the color
of the outdoor light vector.
7. tracerblue/green/red |
This controls the
color and brightness of tracer effects (that come out of the 9mm
machine gun). For example, set "tracerred 2" and the
tracer will look more reddish (cool and is my setting).
8. heartbeat |
This command
sends an update from a server to the master server (updates your
server's info in the InternetGames menu). Yes, this isn't
graphics related but I received a lot of queries on this. And
they thought this turns on a heartbeat sound !!!
9. cl_gaitestimation |
This turns on/off
"gait estimation" which is used to interpolate other
players' positions & animation during a multiplayer game.Again,
not graphics-related but a lot of people thought this has to do
with a single-player "bob".
10. decalfrequency |
The frequency with which you can
spray your logo/decal. Default is 30 (seconds) which means you
gotta wait 30 seconds between each spraying.
Change it to 1 and you'll be able to
spray every one second. Works in both single-play or deathmatch.
11. default_fov |
Field of view. Default is 90.
Higher number means you'll see more where you're facing and vice-versa.
12.
thirdperson 13. chase_active 1 14. cam_idealyaw 0 15. cam_idealpitch -20 16. cam_idealdist -20 |
Well, these are all grouped
together as they provide and is relevant to having a thirdperson
gamemode. All work on-the-fly. The last three cam_ cvars are my
preferences for setting camera angles. Since these do affect
visuals I'm including them here.
17. r_drawflat |
NOTE : THIS IS
NOT FOR OPENGL, ONLY FOR SOFTWARE MODE (yes, useless if you run
the game with the Voodoo2 but....)
Well, with the above notation, I
include this primarily for those who are wondering what
primitives Half-Life uses (fymfi, Half-Life uses triangles as
well as quadrilaterals).
Setting to "1" (IN
SOFTWARE MODE I remind you) will let you see the individual
polygons of the world.
_
18. r_fullbright 3 & 4 |
NOTE : THE
PARTICULAR VALUES ARE NOT FOR OPENGL, ONLY FOR SOFTWARE MODE.
Okay, this might be useful for mappers.
Setting to "3" means only
lightmaps but with offset grid.
Setting to "4" is like "3"
but would also show the mip level of each surface relative to the
player.
_
Screenshots:
Map in Anomalous Materials
Notice the weapon, the floor area where
the lights are and all surfaces
![]() |
![]() |
r_fullbright 3 | r_fullbright 4 |
19. r_drawentities 0 to 5 |
Controls drawing of entities/models.
0 = no entities
1 = Default and draws entities
normally
2 = entities drawn as skeletons
3 = entities drawn each bone having
a bounding box
4 = entities drawn with box
5 = individual box for player and
weapon NOTE:
works only in SOFTWARE-mode
Screenshots:
_
![]() |
![]() |
|
|
![]() |
![]() |
r_drawentities 4 | r_drawentities 5 (software only) |
*Note for map-makers* |
There is a distance bug in the engine that sometimes causes the player to be able to "see through" distant walls or surfaces. Not sure if Valve will fix this. For the moment the best thing to do is to ensure distant walls/surfaces has a thick brush. Or you could try turning off gl_ztrick. If that doesn't fix it, it's because there is only a 16-bit Z-buffer on the Voodoo2(assuming you map-creators use one). If it happens in software, it's because there is only a 16-bit Z-buffer in the software renderer. For GL, you can try fixing it by getting a card with 24 or 32-bit Z (which means Voodoos need not apply L).
My very own modified CROSSHAIRS !!! |
One of the things
about the game that I found frustrating are the almost
nondescript crosshairs for all weapons. This sucked big in bright
areas of the game and especially so in deathmatch. So I decided I
wanted the crosshairs to be more visible, bigger but without
impeding on sight of target.
_
You can get them here -- my modified crosshairs
for all weapons. I bet your frag counts will
increase J
_
Some screenshots on the crosshair for the gauss weapon as an
example :
![]() |
![]() |
Half-Life's Default crosshair | )))Reverend((('s crosshair |
_
PREV : Things that are
unsupported/obsolete in current Half-Life version |
Main Page | NEXT : Summary and implementation |