s1-scripts-dev/raw/maps/mp/mp_instinct_lighting.gsc
2025-05-21 16:23:17 +02:00

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/*
maps\mp\[mapname]_lighting.gsc
script for mp level-scripting
*/
#include maps\mp\_mp_lights;
main()
{
setdvar( "r_lightGridEnableTweaks", 1 );
setdvar( "r_lightGridIntensity", 1.33 );
setdvar( "r_volumeLightScatterUseTweaks", "1" );
setdvar( "r_lightGridEnableTweaks", "1" );
setdvar( "r_lightGridIntensity", "1.33" );
setdvar( "r_volumeLightScatter", "1" );
setdvar( "r_volumeLightScatterUseTweaks", "1" );
setdvar( "r_volumeLightScatterAngularAtten", ".05" );
setdvar( "r_volumeLightScatterColor", ".96 0.96 0.94" );
setdvar( "r_volumeLightScatterLinearAtten", "1" );
setdvar( "r_volumeLightScatterEV", "14" );
//Character vis
setdvar( "r_mpRimColor", ".8 .8 .6 0" );
setdvar( "r_mpRimStrength", "0" );
setdvar( "r_mpRimDiffuseTint", "1.2 1.5 1.5" );
//setdvar( "r_mpRimLightPitch", "-59" );
//setdvar( "r_mpRimLightHeading", "167" );
//setdvar( "r_mpRimLightPower", "2" );
//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" );
if(level.currentgen)
{
setdvar("r_dof_tweak", 2);
}
}