Settings
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This chapter will introduce the meaning of all the settings in the GamingGrid editor.
Scenario Settings[edit | edit source]
Options[edit | edit source]
- Save Scenario: Save your scenario.
- Test Scenario: Test your scenario, and save the scenario at the same time.
- Scenario Display Name: which name users want to show.
- Switch Template: Change template or leave advance mode (No Template).
- Thumbnail Generate: Generate current view image for scenario thumbnail.
Demo Video[edit | edit source]
Player Settings[edit | edit source]
Options[edit | edit source]
- Allow World Items: Allow usable items acquired from golden bay to be used.
- Allow World Weapons: Allow weapons acquired from golden bay to be used.
- Default Items: Default player (class) settings. If no special player classes are defined, all players will use this as base information.
- Max Health: Max player heath. Minimum: 1, Maximum: 1000.
- Max Armor: Max player armor. Minimum: 0, Maximum: 1000.
- Start with armor: Player starts with armor.
- Disable jogging: Player cannot jog, only walk.
- Jogging Speed: Jogging speed in cm/s. Minimum: 100, Maximum: 1000, default: 600 cm/s, Note: Walking is a fraction of this.
- Walk Speed Scalar: Walking is a scalar of jogging speed. (Walk Speed=Jogging Speed*Walk Speed Scalar).
- Invert Walk Input: Pressing the Walk/Speed key (default Shift) is inverted. Player will “jog” when pressed, instead of walk.
- Disable Crouching: Player cannot crouch.
- Crouching Speed: Crouching Speed in cm/s. Minimum: 100, Maximum: Jogging Speed, default: 300cm/s.
- Disable Running: Player cannot run (double-tap forward).
- Run Speed Scalar: Running Speed. Running is a scalar of Jogging Speed. (Run Speed=Jogging Speed + Jogging Speed * Run Speed Scalar).
- Disable Jumping: Player cannot jump.
- Jump Force: Jumping Force, the force applied to jump and counter gravity.
- Disable Leaning: Player cannot lean.
- Disable Swimming: Player cannot swim; and will drown when submerged.
- Classic Weapon Mode: Classic Weapon Mode. If enable, all weapons will no longer use magazines like a classic game such as Wolf3D, Doom or Quake.
- Enable Advanced Scripting Mode: Player can edit by Lua script.
- Edit Player script: Edit a Lua script to change some functions of the player.
- Reset Player script to default: cancel all of the Lua script edit.
Demo Video[edit | edit source]
Player Controller Settings[edit | edit source]
Options[edit | edit source]
- Camera Type: Toggle First Person and Third Person camera.
- Zoom First Person: With Third-Person camera, weapon zooming should switch to first person.
- First Person Crosshair: Enable the crosshair in first person. This doesn't affect Zoom Overlays, they will always function.
- Edit Controller script: Edit a Lua script to change some functions of the controller.
- Reset Controller script to default: cancel all of the Lua script edit.
Demo Video[edit | edit source]
Game Settings[edit | edit source]
Options[edit | edit source]
- Warmup Time: advanced scripting allows precise values.
- Warmup Reset Type: use this setting to determine what happens when starting or ending warmup time. A custom game mode script can still change this.
- Warmup Freeze Type: Only applicable in team modes, freeze a particular team from moving during warmup.
- Warmup Combat: Allow Combat during Warmup.
- Kill Limit: no kill limit, min: 0(unlimited), max: 200
- Round Count: num rounds per match, min: 0(none), max: 99
- Time limit: time limit in minutes per round/match
- Min Players To Start: Minimum Players(per team) to begin/leave warmup time.
- Reset Defaults: Reset values to script defaults
- Max Players: Maximum Players who can join teams. In Team Modes, this number is divided by 2. Le: for 10v10, the value would be 20.
- Item Respawn: Items placed in the map will have respawning enabled.
- FFA/Team One Respawn Time: Respawn time for FFA or Team One, Default: 2.
- Solid Ground Plane: The ground will simulate Physics as Solid.
- Edit Game script: Edit a Lua script to change some functions of the game.
- Reset Game script to default: cancel all of the Lua script edit.
Demo Video[edit | edit source]
Atmospheric Settings[edit | edit source]
Options[edit | edit source]
- Disable Sky: Disable the Sky and Sunlight entirely. Useful for making indoor scenes where you want to control all of the lighting.
- Simulate Day Cycle: Simulate night/day cycle
Setup your Location or use a preset
- Use Location Preset: Use a location preset instead of entering values manually.
- Latitude: Latitude of location.
- Longitude: Longitude of location.
- Automatic Time Offset: Approximate the Time Zone by latitude and longitude.
- Time Zone: Time before button automatically resets, -1=Never auto reset.
- Date: Starting Date at Location.
- Time Of Day: Starting Time at Location.
- North Offset: Offset the north direction, otherwise it’s World Axis +X.
- Automatic Height Fog: Automatically calculate height fog by time of day.
- Height Fog Density: Global density factor for this fog.
- Height Fog Falloff: Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.
- Enable Volumetric Fog: Enable volumetric fog editing.
- Fog Albedo: The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.
- Fog Emissive: Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog.
- Extinction Scale: Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.
- Fog Distance: Distance over which volumetric fog should be computed, after the start distance, Larger values extend the effect into the distance but expose under-sampling artifacts in details.
- Fog Start Distance: Distance from the camera that the volumetric fog will start, in world units.
Global Post Processing Settings
- Bloom Settings
- Bloom Intensity: Multiplier for all bloom contributions≥0: off, 1(default), >1 brighter.
- Bloom Threshold: minimum bright the bloom starts having effect, -1: all pixels affect bloom equally(physically correct, faster as a threshold pass is omitted), 0: all pixels affect bloom brights more, 1(default), >1 brighter.
- Lens Settings
- Chromatic Aberration: in percent, Scene chromatic aberration/color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.
- Vignette Intensity: 0..1 0=off/no vignette.. 1=strong vignette.
- Color Grading Settings
- Scene Color Tint: Color to tint the entire scene with.
- Color Grading Table: Color Grading Lookup Texture to use, or none if not used.
- Color Grading Table Intensity: Color grading lookup table intensity. 0=no intensity, 1=full intensity.
- Global Illumination
- Lighting Quality: Scales Lumen Scene’s quality. Larger scales cause Lumen Scene to be calculated with a higher fidelity, which can be visible in reflections, but increase GPU cost.
- Scene Detail: Controls the size of instances that can be represented in Lumen Scene. Larger values will ensure small objects are represented, but increase GPU cost.
- Scene View Distance: Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values will increase the effective range of sky shadowing and Global Illumination, but increase GPU cost.
- Scene Update Speed: Controls how much Lumen Scene is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost.
- Final Gather Quality: Scales Lumen’s Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.
- Max Trace Distance: Controls the maximum distance that Lumen should trace while solving lighting. Values that are too small will cause lighting to leak into large caves, while values that are large will increase GPU cost.
- Final Gather Quality: Allows brightening indirect lighting by calculating material diffuse color for indirect lighting as pow(DiffuseColor, 1/ DiffuseColorBoost). Values above 1(original diffuse color) aren’t physically current, but they can be useful as an art direction knob to increase the amount of bounced light in :the scene. Best to keep below 2 as it also causes reflections to be brighter than the scene.
- Sky Light Leaking: Controls what fraction of the skylight intensity should be allowed to leak. This can be useful as an art direction knob(non-physically based) to keep indoor areas from going fully black;
- Sky Light Leaking Distance: Controls the distance from a receiving surface where skylight leaking reaches its full intensity. Smaller values make the skylight leaking flatter, while larger values create an Ambient Occlusion effect.
- Surface Cache Resolution: Scale factor for Lumen Surface Cache resolution, for Scene Capture. Smaller values save GPU memory, at a cost in quality.