- May 31, 2013
- 1,019
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I have spent some time aggregating a list of useful console commands for TF2 mappers. Most lists I've found on the internet are not complete and miss some commands that I use regularly when I'm testing/studying a map in-game. This is not to say mine is complete, it's just what I've personally found useful. I've also made a cleaner .cfg of the list should you wish to have it in your custom folder, as well as a mapping.cfg that you can execute in-game to bind some of the more important commands to keys, increments, or toggles as needed. You can download that here.
The list:
The script file should you want it:
I doubt it's a complete list, so let me know if you find anything missing that you use.
The list:
Code:
// -----------------------------------
// USEFUL CONSOLE COMMANDS FOR MAPPERS
// -----------------------------------
// by sevin
// ---------------------------
// texture/model identifiers
// ---------------------------
surfaceprop // Displays texture and/or model name of whatever is
// under crosshair
mat_texture_list 1 // Generates a table of textures currently displayed
// on screen, including model textures
mat_crosshair // Reports texture of brush or displacement under
// crosshair
sv_skyname // Reports skybox texture name
impulse 107 // Reports texture of brush under crosshair BUT IN
// CAPS LOCK (EDGY)
impulse 106 // Reports entity class, name, and model of whatever
// is under crosshair (only works on named entities)
// ---------------------------
// sound
// ---------------------------
soundscape_debug 1 // Displays all active/inactive soundscapes and their
// locations with green/red/yellow lines
cl_soundscape_printdebuginfo // Prints all soundscape file names in the game
sv_soundscape_printdebuginfo // Prints all soundscape names and positions in the
// map
snd_show 1 // Displays all sounds currently being played along
// with their volume, position, path, and more
snd_visualize 1 // Displays all sounds currently being played with a
// tag in the exact location they're playing from
snd_rebuildaudiocache // Updates sounds in-game if you've added custom sound
// files
playsoundscape // Plays a specified soundscape. These stack so use
// the command below to disable each before playing
// another
stopsound // Stops current soundscape
// ---------------------------
// menus
// ---------------------------
perfui // Menu that allows you to view all portals,
// distances from props (for fades, kinda not useful
// but interesting), and occluders
colorcorrectionui // Show/hide the color correction tools UI if there is
// a color correction entity in the level
fogui // Show/hide a basic env_fog_controller manipulator
// menu
// ---------------------------
// entities
// ---------------------------
ent_fire "timer" setmaxtime 9999 // Resets the maximum time allowed in the round to
ent_fire "timer" settime 9999 // 9999 minutes and then sets the timer to that time
// so you don't run out of it while you are testing.
// "timer" is the name of the round timer, usually
// "game_timer" or "timer_round" etc.
ent_fire "capname" disable // Disables the point called. You can start typing
// "cap" and you should be able to figure out what it
// is. Good for taking level screenshots on the
// central point without capping it
ent_dump !picker // Dumps active keyvalues of entity under crosshair.
// Ignores prop_statics
ent_messages_draw 1 // Displays I/O events and the commands given
// ---------------------------
// game changers
// ---------------------------
mat_wireframe 1 // Displays polygons of every model/brush in the
// map/player
vcollide_wireframe 1 // Displays collision meshes for enabled models
mat_leafvis 1 // Shows what visleaf you're in with a red wireframe
// box
mat_leafvis 3 // Shows all visleafs currently rendered with red
// wireframe boxes
mat_hdr_level 2 // Turns on full HDR on enabled maps
mat_luxels 1 // Draws luxel graph on world geometry much like the
// lightmap view in Hammer. Will probably screw up
// the lighting
map_showspawnpoints // Shows location of spawn points and their direction
// for 60 seconds
showtriggers_toggle // Shows all trigger brushes in the map with the
// trigger texture
r_drawmodellightorigin 1 // Displays lighting origin currently rendered models.
// Also appears to show origin of currently equipped
// weapon
r_drawmodelstatsoverlay 1 // Displays model names, paths, LODs, and tri counts
// for props within a radius of the player
r_drawmodelstatsoverlaydistance 500 // Sets the radius of the above command
r_drawclipbrushes 2 // Draws all clip brushes in a solid red/purple
// texture
r_drawportals 1 // Draws all nearby areaportals and areaportalwindows
r_lockpvs 1 // Locks currently visible set so you can see exactly
// what is currently being rendered. This also kills
// the skybox
r_visocclusion 1 // Shows occluders in a white outline, currently
// rendered entities in red, and entities that would
// be would rendered but are blocked by the occluder
// in green
cl_detaildist 1024 // Distance at which detail sprites become no longer
// visible
cl_detailfade 400 // Distance at which detail sprites fade in
rope_wind_dist 1000 // Distance at which CPU stops applying small gusts of
// wind to ropes
// ---------------------------
// show/hide entities/geometry
// ---------------------------
r_drawdisp 0 // Hides displacements. Useful for seeing what's going
// on under your map maybe?
r_drawfuncdetail 0 // Hides func_detail's. Helpful when checking out how
// how your map looks to vis.exe
r_drawbeams 0 // Hides point_spotlight volumetric spotlight beam
r_drawentities 0 // Hides all entities. This will show you the barebones
// geometry of your level
r_drawstaticprops 0 // Hides static props. Why? Who cares
r_drawothermodels 0 // Hides dynamic props/models. Useful for checking
// areaportal operation when using doors
r_drawdetailprops 0 // Hides detail sprites because whatever
r_3dsky 0 // Removes the 3D skybox
// ---------------------------
// miscellaneous
// ---------------------------
sv_cheats 1 // Enables "cheats", needs to be on to use most other
// commands
developer 1 // Displays all console data at the top left of the
// screen, useful for using commands where info is
// spit back into the console and you have to go back
// into it to see it
find "searchterm" // Finds all commands that include the given string
maps "*" // Displays full list of .bsp's from your maps folder
map "mapname" // Loads specified map (ex. - map "pl_upward")
mp_waitingforplayers_cancel 1 // Cancels "waiting for players" time at the start of
// a new map
mp_restartgame_immediate // Resets the map
cl_leveloverview 7 // Displays map from top-down in an orthographic view.
// Mess with the value to vary zoom levels
god // You become a god. Cool lifehack
getpos_exact // Dumps your exact angle and position to the console
noclip // Disables player clipping, allowing you to "clip"
// through walls and not be affected by gravity
cl_drawhud 0 // Hides the HUD, useful for taking map screenshots
r_drawviewmodel 0 // Disables viewmodels, also useful for taking map
// screenshots
mat_fullbright 1,2 // At 1, removes all shadows from map so all surfaces
// are equally lit. At 2, turns the whole map
// grayscale so you can see how the lighting is
// working in your map easier
cl_showfps 1 // Displays current FPS in top right corner
cl_showpos 1 // Displays current position and orientation in top
// right corner, as well as velocity in HU/s
light_crosshair // Dumps luxel color in RGB from under crosshair
The script file should you want it:
Code:
sv_cheats 1
developer 1
//---------------------
// testing binds
//---------------------
bind KP_INS "surfaceprop"
bind KP_DEL "soundscapetoggle"
bind KP_ENTER "collisionstoggle"
bind KP_END "mat_reloadallmaterials"
bindtoggle KP_DOWNARROW "r_lockpvs"
bind KP_PGDN "mat_crosshair"
bind KP_LEFTARROW "incrementvar mat_leafvis 0 3 1"
bind KP_5 "incrementvar mat_wireframe 0 3 1"
bind KP_RIGHTARROW "showtriggers_toggle"
bindtoggle KP_HOME "r_drawfuncdetail"
bindtoggle KP_UPARROW "r_drawentities"
bindtoggle KP_PGUP "snd_restart"
// for screenshots
bind KP_PLUS "viewtoggle; graphtoggle; sndoff; clipoff; noclip"
//---------------------
// toggle aliases
//---------------------
alias soundscapetoggle sndon
alias sndon "soundscape_debug 1; snd_show 1; snd_visualize 1; alias soundscapetoggle sndoff"
alias sndoff "soundscape_debug 0; snd_show 0; snd_visualize 0; alias soundscapetoggle sndon"
alias viewtoggle viewoff
alias viewoff "cl_drawhud 0; r_drawviewmodel 0; developer 0; alias viewtoggle viewon"
alias viewon "cl_drawhud 1; r_drawviewmodel 1; developer 1; alias viewtoggle viewoff"
alias graphtoggle graphoff
alias graphoff "net_graph 0; alias graphtoggle graphon"
alias graphon "net_graph 1; alias graphtoggle graphoff"
alias collisionstoggle clipon
alias clipon "r_drawclipbrushes 2; vcollide_wireframe 1; alias collisionstoggle clipoff"
alias clipoff "r_drawclipbrushes 0; vcollide_wireframe 0; alias collisionstoggle clipon"
I doubt it's a complete list, so let me know if you find anything missing that you use.
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