cl_crosshair_scale
Sets the resolution to scale the crosshair to. Takes effect when
cl_crosshair_style
is 0
.
Sets the resolution to scale the crosshair to. Takes effect when
cl_crosshair_style
is 0
.
Toggles whether crosshair scales to the resolution defined in
cl_crosshair_scale
. Takes effect when
cl_crosshair_style
is 0
.
Sets the length of a crosshair line. Takes effect when
cl_crosshair_style
is 1
or 2
.
Sets the crosshair style. CS:S = 0
, User CVars = 1
, Custom VTF = 2
.
Toggles the T style crosshair.
Sets the thickness of a crosshair line. Takes effect when
cl_crosshair_style
is 1
.
Whether to try and replace error textures with more meaningful ones for gameplay (see also
mat_error_texture_advanced_basetexture
).
0: Off, default error texture
1: Base color based on VRAD reflectivity data applied to texture specified in mat_error_texture_advanced_basetexture
2: Same as 1 but also replace water, grates and glass with meaningful textures
Which texture should be used as a base for reflectivity-based error textures (see
mat_error_texture_advanced
).
mat_error_texture_advanced_basetexture "white"
mat_error_texture_advanced_basetexture "dev/reflectivity_60"
Replace every non-translucent texture with error texture.
surf_utopia_njv with mat_error_texture_replace set to 1
Error texture to use on world geometry.
{:style=“width:20%;border-radius:5px;”}
0: Unlit purple error texture
{:style=“width:20%;border-radius:5px;”}
1: Grey lightmapped error texture