/* maps\mp\[mapname]_lighting.gsc script for mp level-scripting */ #include maps\mp\_mp_lights; main() { setdvar( "r_reflectionprobefog", "1" ); setdvar( "r_lightGridEnableTweaks", "1" ); setdvar( "r_lightGridIntensity", "1.33" ); setdvar( "r_volumeLightScatter", "1" ); setdvar( "r_volumeLightScatterUseTweaks", "1" ); setdvar( "r_volumeLightScatterAngularAtten", ".34" ); setdvar( "r_volumeLightScatterColor", "0.97 0.98 0.96" ); setdvar( "r_volumeLightScatterLinearAtten", "1" ); setdvar( "r_volumeLightScatterEV", "12.7" ); setdvar( "r_volumeLightScatterBackgroundDistance", "200000" ); //r_gunSightColorEntityScale needs to be set to tune the iron sights color shader (mtl_iron_sights_color). //A change was made to fix the brightness, but causes untuned instances to be too bright. This will need to be tuned for every level. setdvar( "r_gunSightColorEntityScale", "7" ); setdvar( "r_gunSightColorNoneScale", "0.8" ); //Character vis setdvar( "r_mpRimColor", "1 0.8 0.5" ); setdvar( "r_mpRimStrength", "0" ); setdvar( "r_mpRimDiffuseTint", "1 1 1" ); if( level.currentgen ) { SetDvar("r_intensity", 1.15); setdvar("r_brightness", GetDvar("r_brightness") + 0.07); } }