s1-scripts-dev/raw/maps/mp/mp_laser2_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_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);
}
}