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Map Settings

#xoxor4d edited this page Dec 20, 2025 · 1 revision

Map Marker Spawning

This system can be used to spawn unique marker meshes that allows you to attach meshes, lights, particle systems etc. to them.

  • This is useful if you want to add additional meshes or lights to a certain spot that has no unique anchors or if they should be LOD independent.
  • You hide and show markers based on distance, time of day or weather.

To create a unique marker, open the in-game GUI by pressing F4 and go to the MapSettings tab or open the map_settings.toml file in root/rtx_comp and add or edit an existing entry in the MARKER array.

If you are using the GUI, make sure to export the markers to your clipboard when you are done and then manually overwrite the marker section in the map_settings.toml file.

MARKER = [

        # first safehouse
        { marker_num = 170, position = [895.40, -495.05, 18.91], rotation = [0.00, 0.00, 0.00], scale = [1.00, 1.00, 1.00], cull_distance = 15.00 },

        # at night
        { marker_num = 171, position = [895.40, -495.05, 18.91], rotation = [0.00, 0.00, 0.00], scale = [1.00, 1.00, 1.00], cull_distance = 15.00, spawn_on = { between_hours = [20, 6] } },

        # on weather
        { marker_num = 172, position = [895.40, -495.05, 18.91], rotation = [0.00, 0.00, 0.00], scale = [1.00, 1.00, 1.00], cull_distance = 15.00, spawn_on = { weather = "RAIN", weather_transition_value = 0.5 },
]

Parameters

#   {          
#       #                                   comment         
#       marker_num =                        num of marker                                                           [Int 0-Inf]
#       position = []                       position of the marker mesh                                             [3D Vector]
#       rotation = []                       rotation of the marker mesh                                             [3D Vector]
#       scale = []                          scale of the marker mesh                                                [3D Vector]
#       cull_distance =                     disable drawing of marker mesh after this distance from the player      [Float]
#       spawn_on = {
#           weather = "TYPE"                only spawn marker when THIS weather is active                           [STRING] - [EXTRASUNNY, SUNNY, SUNNY_WINDY, CLOUDY, RAIN, DRIZZLE, FOGGY, LIGHTNING]
#           weather_transition_value =      transition value the weather needs to be at for the marker to show      [Float 0-1] 
#           between_hours = [from, to]      only spawn marker between certain hours (from-to)                       [2D Int]
#       }
#   }, 
#   { ... },



Ignore Game Lights

The Comp-Mod automatically translates game lights to remix lights. Some lights might not make much sense in a pathtracing environment. This system allows you to quickly disable translation of static lights without having to modify actual game files.

Open the in-game GUI by pressing F4 and go to the MapSettings tab or open the map_settings.toml file in root/rtx_comp and add or remove hashes contained in the IGNORE_LIGHTS array. Hashes are unsigned integers in HEX format.

If you are using the GUI, make sure to export your changes to your clipboard when you are done and then manually overwrite the ignore lights section in the map_settings.toml file.

:: How to retrieve hashes:

  • Visualize hashes in 3D Space (GUI -> Map Settings -> Ignore Game Lights -> Draw Hash Visualization)
  • DoubleClick hashes in list to ignore lights and export to clipboard when done -> override IGNORE_LIGHTS with clipboard data



Allow Game Lights

The Comp-Mod automatically translates game lights to remix lights. Some lights might not make much sense in a pathtracing environment. The Comp-Mod has an option to disable all "Filler" lights (lights with a certain flag assigned to them). Not all filler lights are useless tho. This system allows you to re-enable the translation of lights.

Open the in-game GUI by pressing F4 and go to the MapSettings tab or open the map_settings.toml file in root/rtx_comp and add or remove hashes contained in the ALLOW_LIGHTS array. Hashes are unsigned integers in HEX format.

If you are using the GUI, make sure to export your changes to your clipboard when you are done and then manually overwrite the ignore lights section in the map_settings.toml file.

:: How to retrieve hashes:

  • Visualize hashes in 3D Space (GUI -> Map Settings -> Ignore Game Lights -> Draw Hash Visualization)
  • DoubleClick hashes in list to ignore lights and export to clipboard when done -> override ALLOW_LIGHTSwith clipboard data



Light Overrides

The Comp-Mod automatically translates game lights to remix lights. Some lights might not make much sense in a pathtracing environment. This system can be used to change various parameters of a static light such as position, color, shape etc.

Open the in-game GUI by pressing F4 and go to the MapSettings tab or open the map_settings.toml file in root/rtx_comp and add or edit an existing entry in the LIGHT_OVERRIDES array.

If you are using the GUI, make sure to export your overrides to your clipboard when you are done and then manually overwrite the light overrides section in the map_settings.toml file.

LIGHT_OVERRIDES = [
    # light at bar
    { hash = 0x9B7BE564, pos = [878.23, -482.71, 17.21] },

    # light at door
    { hash = 0xC5A12985, pos = [888.69, -503.36, 22.17], radius = 5.95, intensity = 9.55, volumetric_scale = 10.0 },
    { hash = 0x28B1B6E6, pos = [895.82, -493.93, 20.62], color = [0.88, 0.82, 0.44], radius = 3.40, intensity = 46.10, light_type = 1  },
]

Parameters

#   {          
#       #                   comment         
#       hash =              hash of light                                   [uint - hex format]
#       pos = []            position of light                        [opt.] [3D Vector]
#       dir = []            direction of light                       [opt.] [3D Vector]
#       color = []          color of light                           [opt.] [3D Vector]
#       radius =            radius of light                          [opt.] [Float]
#       intensity =         intensity of light                       [opt.] [Float]
#       outer_cone_angle =  outer cone angle of light                [opt.] [Float]
#       inner_cone_angle =  inner cone angle of light                [opt.] [Float]
#       volumetric_scale =  volumetric scale of light                [opt.] [Float]
#       light_type =        0: sphere -- 1: spotlight                [opt.] [Bool]
#   }, 
#   { ... },
# ]      



Anti Culling Tweaks

The Comp-Mod has some automatic anti culling methods in place but you need some manual control sometimes. This can be used to fine tune the culling behavior of certain meshes.

Open the in-game GUI by pressing F4 and go to the MapSettings tab or open the map_settings.toml file in root/rtx_comp and add or edit an existing entry in the ANTICULL array.

If you are using the GUI, make sure to export your changes to your clipboard when you are done and then manually overwrite the anticull section in the map_settings.toml file.

ANTICULL = [

    # skyscrapers
    { distance = 500, indices = [
        24570, 25679, 26510, 27234, 15048, 27224, 24569, 21376, 19493, 
        21652, 21400, 21377, 21391, 21218, 19492, 19491, 15424, 15426, 15418, 
        15417, 15365, 15363
    ]},
]

Parameters

#   {          
#       #                   comment         
#       distance =          distance (from player) until forcing logic is active (0 = always forced)    [int 0-inf]
#       indices = []        indices of meshes                                                           [int array]
#   }, 
#   { ... },