HEAD—CORE—ARMS—LEGS—BOOSTER—WEAPON SET 1——WEAPON SET 2——
FIELD MENU
OFFLINE // TRAINING
GRAPHICSRENDERING & EFFECTS
Filmic tone mapping, warm sun with local shadows and a neutral fill. Off: the classic look.
Real-time sun shadows from buildings, props and mechs.
Real-time lights from the city's fixed sources, with cached shadows.
Sun rays through the city. Requires Shadows; independent of manual Lights.
Shots, impacts and explosions briefly light up their surroundings.
Visible light shafts through the fog around the city lights.
Distance haze over the skyline (Capital City).
FFT waves, live reflections and shore foam on the Capital City harbour.
Soft glow around everything that emits light.
Slight camera blur towards the screen edges while moving.
Sky and skyline reflections on mech metal (Capital City).
Soft contact shadows in corners and under mechs (screen-space, half resolution).
Bullet holes and scorch marks on walls and ground; they fade after a few seconds.
Furnished rooms behind the building windows.
Interiors behind every window. Work in progress.
MAP LIGHTSBAKED & ORIGINAL LIGHTS
The map's self-lit surfaces: lamps, windows and signs glowing at full strength.
Neon signs and billboards glow.
Glow of the map's original lights (corona sprites); a street lamp's glow flickers out when the pole falls.
Baked map light applied like the original engine (gamma-space texture x light x 2): darker shadows, warmer light. Sharper texture mips from the next map load.
SKYCAPITAL CITY
STORM: RAIN AND LIGHTNING WITH SHADOWS + LIGHTS.
COCKPITFIRST-PERSON FRAME
Tints the cockpit frame with a chosen paint instead of the core's.
Animated monitors and display glow inside the cockpit.
AUTOMATIC FOLLOWS THE EQUIPPED CORE. COLOR OVERRIDE USES A REVIEWED PRIMARY-PAINT MASK.
GAMEPLAYEXPERIMENTAL
INTERFACEHUD
FPS, draw calls, triangles and position readout in the top-right corner.