42 lines
1.2 KiB
Plaintext
42 lines
1.2 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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#include maps\mp\_mp_lights;
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main()
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{
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setdvar( "r_reflectionprobefog", "1" );
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setdvar( "r_lightGridEnableTweaks", "1" );
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setdvar( "r_lightGridIntensity", "1.33" );
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setdvar( "r_volumeLightScatter", "1" );
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setdvar( "r_volumeLightScatterUseTweaks", "1" );
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setdvar( "r_volumeLightScatterAngularAtten", ".34" );
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setdvar( "r_volumeLightScatterColor", "0.97 0.98 0.96" );
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setdvar( "r_volumeLightScatterLinearAtten", "1" );
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setdvar( "r_volumeLightScatterEV", "12.7" );
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setdvar( "r_volumeLightScatterBackgroundDistance", "200000" );
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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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//Character vis
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setdvar( "r_mpRimColor", "1 0.8 0.5" );
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setdvar( "r_mpRimStrength", "0" );
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setdvar( "r_mpRimDiffuseTint", "1 1 1" );
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if( level.currentgen )
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{
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SetDvar("r_intensity", 1.15);
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setdvar("r_brightness", GetDvar("r_brightness") + 0.07);
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}
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}
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