Borderlands 2 cfg maker


About:

The Borderlands 2 - CFG maker will let you configure the game settings. The tool works online so you will not have to install anything onyour system to configure your custom config. After setting all the options below the output will be given on a seperate screen. The output has to be Copy & Pasted into the appropriate file(s)described below

Caution

Be sure to backup both WillowEngine.ini files in your
" *:\Users\"username"\Documents\My Games\Borderlands 2\WillowGame\Config"
" *:\Users\"username"\Documents\My Games\Borderlands 2\WillowGame\Config\LauncherConfig"
folders before generating a new CFG"

How to use:

Copy the generated code and put it into the text file named "WillowEngine.ini" at the following locations:
" *:\Users\"username"\Documents\My Games\Borderlands 2\WillowGame\Config"
" *:\Users\"username"\Documents\My Games\Borderlands 2\WillowGame\Config\LauncherConfig"

be sure to replace everything in the files with the code that will be generated on the output page anything that is missing will be auto-generated by the engine on game launch

Values and info:

These values can not be changed (forced)
These values can be changed
These values should be linked, set to the same vaules

[SystemSettings]
FXAA
PhysX Effects
View Distance
Game Detail
Texture Quality
Foilage Distance
Bullet Decals
Anistrophic Filtering
Depth Of Field
Ambient Occlusion
Auto Detect Settings
Full Screen
Windowed Full Screen
Use Vsync
Framerate Locking
Resolution Width
Resolution Height
Fog Volumes
Image Reflections
Self Shadowing Image Reflections
Shadow Resolution
Whole Scene Dominant Shadow Resolution
Number of streamed mipmaps
Minimum LOD Size
Maximum LOD Size
LOD Bias
MinMagFilter
MipMap Filter
Enable Trilinear Filtering
Enable Lens Flares
Enable Bloom
Enable Dynamic Decals

[MemoryBudgets]
Animation MB
Audio MB
Code MB
Level Objects MB
Terrain MB
Game Data MB
Material MB
Particle MB
Physics MB
Scaleform MB
Shaders MB
Skeleton Mesh MB
Static Mesh MB
Texture MB

[TextureStreaming]
Texture Streaming Pool Size

[Engine.Engine]
Cell Shading Outline
Texture Streaming


Home Forums Tools CFG makers Borderlands 2 cfg maker

This topic contains 1 reply, has 4 voices, and was last updated by  MrXHellboy 5 months ago.

Viewing 9 posts - 1 through 9 (of 9 total)
  • Author
    Posts
  • #7307

    KillerSneak
    Key Master

    Enjoy. If there are any options that need to be added and/or request please let me know so I can update the Borderlands 2 – CFG maker.

    #7308

    nZeeR
    Member

    To stop texture popping completely do the following:

    In WillowEngine.ini, find the [SystemSettings] section and update the following entries:

    TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias,NumStreamedMips=0)
    TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias,NumStreamedMips=0)
    TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias,NumStreamedMips=0)
    TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=1,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
    TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5,NumStreamedMips=0)
    TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)

    The important thing to note here is the addition of the parameter:

    NumStreamedMips=0

    at the end of each line.

    I also updated the [TextureStreaming] section to look like the following (uses more RAM):

    [TextureStreaming]
    PoolSize=512
    MemoryMargin=20
    MemoryLoss=0
    HysteresisLimit=40
    DropMipLevelsLimit=34
    StopIncreasingLimit=20
    StopStreamingLimit=16
    MinEvictSize=14
    MinFudgeFactor=1
    FudgeFactorIncreaseRateOfChange=0.5
    FudgeFactorDecreaseRateOfChange=-0.4
    MinRequestedMipsToConsider=11
    MinTimeToGuaranteeMinMipCount=2
    MaxTimeToGuaranteeMinMipCount=12
    UseTextureFileCache=TRUE
    LoadMapTimeLimit=0.1
    LightmapStreamingFactor=0.02
    ShadowmapStreamingFactor=0.2
    TextureFileCacheBulkDataAlignment=1
    UsePriorityStreaming=True
    bAllowSwitchingStreamingSystem=True
    UseDynamicStreaming=True
    bEnableAsyncDefrag=False
    bEnableAsyncReallocation=False
    MaxDefragRelocations=256
    MaxDefragDownShift=128
    BoostPlayerTextures=3.0
    TemporalAAMemoryReserve=4.0
    EnableStats=true
    HistoryDepth=50
    DynamicStreaming=2
    DynamicStreamingDistances=1250
    DynamicStreamingDistances=200
    DynamicStreamingDistances=9

    #7309

    KillerSneak
    Key Master

    @nZeeR thanks version 1.1 of the tool already has the mipmap option added and will be released later today when I’m home. About the texturestreaming section I have seen the code/config options on several sites. I have tested allot and the PoolSize that is already added seems to have the most impact. If you have any other requests or options to add please let me know.

    #7310

    dangel
    Member

    Brilliant :)

    Do we still need to manually add the texture streaming fix to the generated config? (in particular the NumStreamedMips=0 stuff).

    Thanks for you work :)

    #7311

    KillerSneak
    Key Master

    @ dangel

    The texture streaming fix will be included with the next update that will be released later today around 21:00/22:00 gmt+1 when I’m home and behind the PC. If you want to make use of it now you have to add it yourself for the time being.

    #7312

    dangel
    Member

    Thanks appreciate the update – no rush I won’t be able to play again till the weekend :)

    #7313

    KillerSneak
    Key Master

    I wasn’t able to update it yesterday as I was to tired after work. I’ll finish the update today when I’m home again as I think it will benefit allot of people that are playing this great game.

    #7314

    KillerSneak
    Key Master

    Update 1.1 is now online

    #7315

    dangel
    Member

    Top man excellent work :)

Viewing 9 posts - 1 through 9 (of 9 total)

You must be logged in to reply to this topic.