53 lines
1.7 KiB
Plaintext
53 lines
1.7 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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#include maps\mp\_utility;
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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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//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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// setdvar( "r_mpRimColor", "1.6 1.2 .8" );
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// setdvar( "r_mpRimStrength", "15" );
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// setdvar( "r_mpRimDiffuseTint", "1.2 1.3 1.2" );
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thread set_lighting_values(); // after maps\mp\_load::main();
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}
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set_lighting_values()
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{
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if ( IsUsingHDR() )
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{ while (true)
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{
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level waittill("connected", player); // we need to set the dvars for each player as he connects.
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// player SetClientDvars(
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// "r_tonemap", "1"
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//);
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/* player SetClientDvars(
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"r_tonemap", "1",
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"r_tonemapadaptspeed", ".07",
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"r_tonemapkey", "0",
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"r_veil", "1",
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"r_veilstrength", ".087",
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"r_tonemapexposure", "-10"
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);
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//For setting the max exposure so we can get contrast back into the map without blowing everything out
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setdvar ("r_tonemapmaxexposure", "-10");
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//Controling how much SSAO there is in the scene
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setdvar ("r_ssaoPower", "3.5");
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setdvar ("r_ssaoBlurRadius", "1.5");
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*/
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}
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}
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} |