More [SystemSettings]...

Some players use something called &quot;Picmip&quot;.  The main use of this is to see things easier.  It does completely get rid of some textures.  Like the fence on Suspense or vehicle carcass.  The colision is still there so you may end up walking into walls of nothing with picmip.

Anything with TEXTUREGROUP_ shows you how textures are rendered.  This section IS modified from in game and is mainly used to help people with low memory/bandwidth that can't handle large texture data.  However people go much further than what you can do in game.  And I don't mean adding more detail to the game.  I mean adding much LESS detail.  Not for better FPS- computers that NEED textures 1x1 can't run UT3 at all anyway.

Setting values under TEXTUREGROUP_ controls the level of detail (LOD) textures have.  Normally textures close up are the most detailed (high res) and textures are blurry far away (low res).  People say you are &quot;picmapping&quot; when you make all the textures low res close up and far away.

When you look at any TEXTUREGROUP_ line you should see three values you can set.  MinLODSize is the lowest res (when you are looking at textures far away), MaxLODSize is the highest (when you are looking at textures up close).  No idea about LODBias.  I think LODBias controlls how textures go from max to min.

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TEXTUREGROUP_World is the actual texture- brick, metal etc...  TEXTUREGROUP_WorldNormalMap is a special texture that makes 2D textures look more 3D.  TEXTUREGROUP_WorldSpecular is a special texture that adds glossy spots, blemishes etc... to textures.

[size=18:033a1d0e55]Before TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=1024,LODBias=2):[/size:033a1d0e55]

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC6.png[/img:033a1d0e55]

[size=18:033a1d0e55]After TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=1,LODBias=2):[/size:033a1d0e55]

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC7.png[/img:033a1d0e55]

[size=18:033a1d0e55]Before TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=3):[/size:033a1d0e55]

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC8.png[/img:033a1d0e55]

[size=18:033a1d0e55]After TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=3):[/size:033a1d0e55]

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC9.png[/img:033a1d0e55]

[size=18:033a1d0e55]Before TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=2):[/size:033a1d0e55]

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC10.png[/img:033a1d0e55]

[size=18:033a1d0e55]After TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=2):[/size:033a1d0e55]

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC11.png[/img:033a1d0e55]

Altogether:

[size=18:033a1d0e55]TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=3)[/size:033a1d0e55]

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC12.png[/img:033a1d0e55]

Even though I'm using the World textures as an example this also applies to TEXTUREGROUP_Weapon, TEXTUREGROUP_Character and TEXTUREGROUP_Vehicle.  Be careful messing with Character settings- you could crash your game.

[size=18:033a1d0e55]TEXTUREGROUP_Effects[/size:033a1d0e55]

Textures from explosions, fire etc...  It will make shock balls, rocket blasts squares if turned down all the way.

[size=18:033a1d0e55]TEXTUREGROUP_Skybox[/size:033a1d0e55]

Textures for the skybox.  Basically the background/sky crap around the map.

[size=18:033a1d0e55]TEXTUREGROUP_UI[/size:033a1d0e55]

Don't fuck with this or your game will crash.

[size=18:033a1d0e55]TEXTUREGROUP_LightAndShadowMap[/size:033a1d0e55]

Mapped shadows and light on objects.  This is NOT dynamic shadows (shadows on vehicles, players etc...).

[size=18:033a1d0e55]TEXTUREGROUP_RenderTarget[/size:033a1d0e55]

Detail for portals, fog, water, slow fields etc...

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So for example if you were to set everything to this:

[size=18:033a1d0e55]TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=3)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=1024,LODBias=2)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=2)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=2)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=3)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=2)
TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=1024,LODBias=2)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=1)
TEXTUREGROUP_UI=(MinLODSize=2048,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1,MaxLODSize=1,LODBias=0)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=1,LODBias=0)[/size:033a1d0e55]

Notice the difference between Picmip and normal settings:

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC13.png[/img:033a1d0e55]

VS

[img:033a1d0e55]http://hosting.dfbgaming.com/members/emac/PIC15.png[/img:033a1d0e55]