Q2PRO-X

Q2PRO-X 1.6 Beta 5 by ly — AVFX Surface Objects

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Q2PRO-X 1.6 Beta 5 by ly

AVFX Surface Objects

Q2PRO-X document image

Project author: ly

AVFX Surface Objects

English edition • Q2PRO-X 1.6 Beta 5 by ly • 2026-10-10


Contents

The entries are links: click one to jump to that section.

AVFX three-dimensional surface objects

Object types

Hanging ivy

Ferns and grass

Rocks and soil

Fallen and falling leaves

Shadows and the flashlight

Object lighting

Reflections and saving


AVFX three-dimensional surface objects

Project author: ly. Q2PRO-X 1.6 Beta 5.

Objects add three-dimensional detail to map architecture. They form a separate AVFX layer: flat greenery, brick, metal and floor-covering materials remain independent. Objects are decorative and do not change collision.

Location: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects

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The master switch and six surface-object submenus.

Object types

TypeSuitable forMain controls
GrassGreen surfaces and open floor areasDensity, size, wind, quality, sky restriction and shadow strength
IvyHanging wall vegetationLength, shape, variety, clustering and preference for the top of a surface
FernsDistinct three-dimensional plantsSize, shape and frond variety, wind and lighting
RocksPebbles, clusters and bouldersTexture, colour, shape, clustering, size and wide size variation
SoilUneven ground and small floor clumpsTexture, colour, shape, density and size
LeavesFallen and falling leavesShape and colour variation, clustering, wind and a separate falling-leaf count

Enable both the object master and the required type. A similarly named flat material is not required: wall ivy and the Greenery material are different effects. Results depend on suitable map surfaces.

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Grass, ferns and wall ivy in one game scene.

Hanging ivy

Clustering shifts distribution from individual twigs to dense groups. At the maximum, groups contain many branches and leaves. Variety breaks up repeated shapes and lengths; some clusters may be much longer than others. Height distribution gradually favours the upper part of the receiving BSP surface. It is not a filter based on the entire level's height.

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Wall-ivy clustering, variety and distribution. Russian reference screenshot.

Wall foliage

TypeSectionRowVariable or targetWhat it does
ToggleEnabledcl_avfx_surface_ivyAn independent Surface Objects category. Requires its master; Grass and Surface Materials are not required. Applies immediately.
ListQualitycl_avfx_surface_ivy_qualityLeaf curve detail. Plant positions and visibility do not depend on this setting. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_ivy_densityFixed map population density. A change rebuilds placement once. Applies immediately.
SliderSizecl_avfx_surface_ivy_sizePlant scale in world units. Plants must fit their supporting surfaces. Applies immediately.
SliderUpper-wall biascl_avfx_surface_ivy_top_biasSmoothly confines roots to the top of each connected wall: 0 all heights, 1 upper 12%. Long runners can hang below their roots. Applies immediately.
SliderClumpingcl_avfx_surface_ivy_clumping0: separate vines; 1: dense six-vine colonies only, with no isolated twigs. Fewer crowns balance the extra branches. Applies immediately.
SliderShape varietycl_avfx_surface_ivy_diversityVaries branching, leaf shapes and runner lengths; some runners grow several times longer. 0 uses one uniform structure, 1 full variety. Stable until settings change. Applies immediately.
SliderArrangementcl_avfx_surface_ivy_seedDeterministic placement seed. Camera motion never changes the arrangement. Applies immediately.
SliderRedcl_avfx_surface_ivy_color_rBase red channel before scene lighting. Applies immediately.
SliderGreencl_avfx_surface_ivy_color_gBase green channel before scene lighting. Applies immediately.
SliderBluecl_avfx_surface_ivy_color_bBase blue channel before scene lighting. Applies immediately.
SliderWindcl_avfx_surface_ivy_windContinuous branch and leaf motion with fixed roots. Applies immediately.
SliderRoughnesscl_avfx_surface_ivy_roughnessLeaf surface roughness; higher values soften highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_ivy_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Ferns and grass

Fern variety combines different silhouettes instead of identical plants. Wind controls motion; density controls placement. Disabling user LOD does not itself truncate grass distance, although the renderer still handles visibility, hidden surfaces and subpixel detail. Higher density remains more expensive.

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Fern variety settings. Russian reference screenshot.

Ferns and weeds

TypeSectionRowVariable or targetWhat it does
ToggleEnabledcl_avfx_surface_fernsAn independent Surface Objects category. Requires its master; Grass and Surface Materials are not required. Applies immediately.
ListQualitycl_avfx_surface_ferns_qualityLeaf curve detail. Plant positions and visibility do not depend on this setting. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_ferns_densityFixed map population density. A change rebuilds placement once. Applies immediately.
SliderSizecl_avfx_surface_ferns_sizePlant scale in world units. Plants must fit their supporting surfaces. Applies immediately.
SliderShape varietycl_avfx_surface_ferns_diversityVaries fern crown, frond lengths, curvature, orientation and pinnate leaf shapes. 0 uniform plants; 1 full stable variety. Applies immediately.
SliderArrangementcl_avfx_surface_ferns_seedDeterministic placement seed. Camera motion never changes the arrangement. Applies immediately.
SliderRedcl_avfx_surface_ferns_color_rBase red channel before scene lighting. Applies immediately.
SliderGreencl_avfx_surface_ferns_color_gBase green channel before scene lighting. Applies immediately.
SliderBluecl_avfx_surface_ferns_color_bBase blue channel before scene lighting. Applies immediately.
SliderWindcl_avfx_surface_ferns_windContinuous branch and leaf motion with fixed roots. Applies immediately.
SliderRoughnesscl_avfx_surface_ferns_roughnessLeaf surface roughness; higher values soften highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_ferns_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Grass

TypeSectionRowVariable or targetWhat it does
ToggleGrasscl_avfx_surface_grassEnable instanced grass on eligible flat/sloped static surfaces. Needs the Surface Objects master on. Higher quality costs more. Default off. Applies immediately.
NavigationPlacement & appearance...q2prox_avfx_grass_placementOpen grass placement, performance and visual appearance controls.
NavigationLighting...q2prox_avfx_grass_lightingOpen grass lighting: sun/moon, static map light, flashlight, lightning/meteors, dynamic and emissive sources.
NavigationWind & interaction...q2prox_avfx_grass_motionOpen grass wind and actor-interaction controls.
SectionServiceService
NavigationServiceGrass info...avfx_surface_grass_infoPrint grass diagnostics (inventory, cells, instances, interaction, timings) to the console.
NavigationServiceBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Rocks and soil

Size sets the basic scale; size variation determines differences between objects. Wide rock variation can mix small pebbles and boulders. Shape variety, texture and colour variation reduce repetition together. There is no need to maximise everything at once: choose the basic size first, then variation and density.

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Rock size, size variation, colour and texture. Russian reference screenshot.

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Different-sized rocks, soil and fallen leaves on the floor.

Stones and rubble

TypeSectionRowVariable or targetWhat it does
ToggleEnabledcl_avfx_surface_rubbleIndependent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately.
ListQualitycl_avfx_surface_rubble_qualityMesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_rubble_densityStable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately.
SliderSizecl_avfx_surface_rubble_sizeCluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately.
SliderSize spreadcl_avfx_surface_rubble_size_spreadIndependent scale spread: 0 equal base size, 1 ranges from 1/16 to 8 times base size; pebbles and boulders together. Large objects still require full support. Applies immediately.
SliderClumpingcl_avfx_surface_rubble_clumping0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately.
SliderShape varietycl_avfx_surface_rubble_diversity0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately.
SliderArrangementcl_avfx_surface_rubble_seedStable placement seed; changes the arrangement on the map. Applies immediately.
SliderRedcl_avfx_surface_rubble_color_rBase color channel before material variation and scene lighting. Applies immediately.
SliderGreencl_avfx_surface_rubble_color_gBase color channel before material variation and scene lighting. Applies immediately.
SliderBluecl_avfx_surface_rubble_color_bBase color channel before material variation and scene lighting. Applies immediately.
SliderColor varietycl_avfx_surface_rubble_color_variationRestrained per-piece texture tint variation; zero keeps the chosen tint. Does not change placement. Applies immediately.
SliderRoughnesscl_avfx_surface_rubble_roughnessHigher values soften specular highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_rubble_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Soil clumps

TypeSectionRowVariable or targetWhat it does
ToggleEnabledcl_avfx_surface_soilIndependent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately.
ListQualitycl_avfx_surface_soil_qualityMesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_soil_densityStable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately.
SliderSizecl_avfx_surface_soil_sizeCluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately.
SliderSize spreadcl_avfx_surface_soil_size_spreadSize spread: 0 equal base size, 1 ranges from half to twice the base size. Applies immediately.
SliderClumpingcl_avfx_surface_soil_clumping0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately.
SliderShape varietycl_avfx_surface_soil_diversity0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately.
SliderArrangementcl_avfx_surface_soil_seedStable placement seed; changes the arrangement on the map. Applies immediately.
SliderRedcl_avfx_surface_soil_color_rBase color channel before material variation and scene lighting. Applies immediately.
SliderGreencl_avfx_surface_soil_color_gBase color channel before material variation and scene lighting. Applies immediately.
SliderBluecl_avfx_surface_soil_color_bBase color channel before material variation and scene lighting. Applies immediately.
SliderColor varietycl_avfx_surface_soil_color_variationRestrained per-piece texture tint variation; zero keeps the chosen tint. Does not change placement. Applies immediately.
SliderRoughnesscl_avfx_surface_soil_roughnessHigher values soften specular highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_soil_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Fallen and falling leaves

Colour variation changes shades around the chosen colour. Sizes stay leaf-like; damaged and torn forms make up a small fraction of the set. Clustering controls floor distribution.

Falling Leaves has a separate master. Its count is independent of floor density: the default is much lower than the original dense stream, and can be decreased or increased. Falling speed and wind produce gentle descent with turning and sway.

Sky Only affects both kinds of leaf. Enabling it excludes roofed areas; some maps may contain no suitable locations.

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Separate falling-leaf count and the open-sky restriction. Russian reference screenshot.

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Leaves falling beneath open sky above fallen leaves.

Fallen leaves

TypeSectionRowVariable or targetWhat it does
ToggleEnabledcl_avfx_surface_leavesIndependent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately.
ToggleOutdoor onlycl_avfx_surface_leaves_outdoor_onlyLeaves only on supports open to the sky, including falling leaves. Off also allows indoor supports; flight still requires a clear path. Applies immediately.
ListQualitycl_avfx_surface_leaves_qualityMesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_leaves_densityStable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately.
SliderSizecl_avfx_surface_leaves_sizeCluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately.
SliderSize spreadcl_avfx_surface_leaves_size_spreadBotanical size variation: 0 equal base size, 1 ranges from 65 to 125 percent; no boulder-sized leaves. Applies immediately.
SliderClumpingcl_avfx_surface_leaves_clumping0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately.
SliderShape varietycl_avfx_surface_leaves_diversity0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately.
SliderArrangementcl_avfx_surface_leaves_seedStable placement seed; changes the arrangement on the map. Applies immediately.
SliderRedcl_avfx_surface_leaves_color_rBase color channel before material variation and scene lighting. Applies immediately.
SliderGreencl_avfx_surface_leaves_color_gBase color channel before material variation and scene lighting. Applies immediately.
SliderBluecl_avfx_surface_leaves_color_bBase color channel before material variation and scene lighting. Applies immediately.
SliderColor varietycl_avfx_surface_leaves_color_variationSmooth per-leaf hue variation from the chosen RGB; zero keeps its hue, one includes autumn, green and bluish shades. Applies immediately.
ToggleFalling leavescl_avfx_surface_leaves_fallingAdds falling leaves where the full flight path is clear. Outdoor only applies to ground and flying leaves together. Off skips flight draws; ground placement is unchanged. Applies immediately.
SliderFalling quantity, %cl_avfx_surface_leaves_fall_amountFalling leaf quantity only: 10% by default, 1% minimum, 100% restores the original population. Ground litter is unchanged. Applies immediately.
SliderFall speedcl_avfx_surface_leaves_fall_speedAverage downward speed in world units per second; individual leaves flutter, rotate and drift at different rates. Applies immediately.
SliderWindcl_avfx_surface_leaves_windRestrained flutter of curled leaf tips; support points stay fixed. Applies immediately.
SliderRoughnesscl_avfx_surface_leaves_roughnessHigher values soften specular highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_leaves_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Shadows and the flashlight

Grass, ivy, ferns and rocks have separate shadow strength. The default is zero, which disables that type's shadow calculation. Soil and fallen leaves have no separate shadow pass.

Ordinary shadows connect objects to surfaces; hanging ivy casts onto its wall. This is not a full shadow system for every map light. The flashlight adds a directional projection from objects in its beam onto receiving floors and walls. It uses the same shadow strength and requires flashlight shadows to be enabled. The original shadow remains; the shape follows the object's silhouette.

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Ordinary plant shadows on the floor and wall.

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The same scene with additional flashlight projection.

Object lighting

Ivy, ferns, rocks, soil and leaves have their own Lighting submenu at the end of their settings. Grass keeps its existing menu. Each type independently controls its lighting master, minimum brightness, static map light, response to Sun/Moon and cloud cover, night tint, flashlight, lightning/meteors and dynamic or emissive map sources.

Local-light strength and colour transfer are independent. Leaf settings cover both fallen and falling leaves. Disabling the master retains static lighting; zero strength for a local source excludes its calculation. Defaults match grass. These settings belong to AVFX presets and the generator.

With sunlight, ordinary floor and slope shadows change direction with the Sun. Without it, the old projection remains; wall-ivy shadows do not change. Shadow strength stays separate, and the flashlight adds its own projection.

Reflections and saving

Mirrors support surface-object reflections. Puddles have a separate switch for grass, ivy, ferns and falling leaves. Rocks, soil and fallen leaves are excluded from this puddle pass.

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Plants reflected in a puddle.

Settings are included in ordinary AVFX presets. The generator selects surface objects independently; shadows are generated only from Quality mode upwards. High density, large objects, shadows and extra reflections increase load. No quality level promises the same FPS on different maps.