57 lines
1.5 KiB
Plaintext
57 lines
1.5 KiB
Plaintext
/*
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maps\mp\[mapname]_lighting.gsc
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script for mp level-scripting
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*/
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main()
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{
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setdvar( "r_lightGridEnableTweaks", 1 );
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setdvar( "r_lightGridIntensity", 1.33 );
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//Character vis
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setdvar( "r_mpRimColor", "0 0 0" );
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setdvar( "r_mpRimStrength", "0" );
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setdvar( "r_mpRimDiffuseTint", "0 0 0" );
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//Screen Space Refrection Quality setting
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//setdvar( "r_screenSpaceReflectionHQ", 1 ); // commented out for now based on rendering team recommendations
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setdvar( "sm_spotshadowfadetime", 0.01 );
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setdvar( "sm_spotLightScoreModelScale", 0.3 );
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// testing the scripted lighting centroid
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//vl_char_lighting();
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//r_gunSightColorEntityScale needs to be set to tune the iron sights color shader (mtl_iron_sights_color).
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//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.
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setdvar( "r_gunSightColorEntityScale", "7" );
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setdvar( "r_gunSightColorNoneScale", "0.8" );
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}
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// vl_lightscore_booster()
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//{
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// lgts = GetEntArray( "light_score_booster", "targetname" );
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// foreach (lgt in lgts)
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// {
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// lgt_intensity = lgt GetLightIntensity();
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// lgt SetLightIntensity(5000);
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// }
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//}
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//
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// testing the scripted lighting centroid
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/*
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vl_char_lighting()
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{
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//assign the new lighting centroid to the tree
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modified_centroid = GetEnt( "modified_char_centroid", "targetname" );
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//get the tree entity
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npc = GetEnt( "player_pos", "targetname" );
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//use the new lighting origin on the tree entity
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npc OverrideLightingOrigin(modified_centroid.origin);
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}
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*/
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