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  • “Waveform”Waveform

    • Generating the waveform data may be taxing on older hardware so you can turn it off however it is an invaluable tool for note and event placement.

      You can choose between 3D (Legacy) or 2D (Preferred)

The waveform shows power across different frequencies in the music. It allows you to easily see when beats or other instrumental cues occur and line up your notes with them.

  • Emulate Chroma

    • Enables fancy Chroma stuff, like ring prop and custom spins/speeds

  • RGB Lighting

    • Enables/Disables RGB for older Chroma 1.0 maps.

  • Environment Reflections

    • makes things look pretty. Turn this off to increase performance.

  • Color Fake Walls

    • Allows you to tell the difference between Normal (Default color), Fake (Green), and Hyper (Yellow) Walls

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  • Measure Lines Render Over Everything

    • Probably not useful.

  • High Quality Bloom

    • You're using CM. You probably like pretty lights. This option is for you. But also disable this to increase performance.

  • Visualize Chroma Gradients

    • This makes it a lot easier to see which events are doing what, by enabling gradient previews for events with custom data

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  • Simple Blocks

    • Replaces the default shiny blocks with matte, low-poly blocks. Simple blocks should increase performance on older hardware

  • Pyramid Event Models

    • Replaces the default cube event models with pyramids. This has the advantage of showing more clearly when events will be triggered as events trigger in the middle of blocks but at the start of pyramids

  • High Contrast Grids

  • Chromatic Aberration

    • Turns on the chromatic aberration post processing filter. Chromatic aberration is an effect that occurs in optics when using glass to focus light as different wavelengths of light are refracted by different amounts causing different colours colors from a single source to become offset from one another. This option mimics this phenomenon for stylistic effect, it has no real effect on mapping.

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  • Post Process Intensity

  • Camera FOV

    • Changes the main camera’s field of view. Example difference between 30° and 120°

  • Chunks Loaded

  • Object Spawn Offset

  • Object Despawn Offset