s1-scripts-dev/raw/maps/mp/mp_solar_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;
#include maps\mp\_utility;
main()
{
SetDvar( "r_lightGridEnableTweaks", 1 );
SetDvar( "r_lightGridIntensity" , 1.33 );
//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" );
// setdvar( "r_mpRimColor", "1.6 1.2 .8" );
// setdvar( "r_mpRimStrength", "15" );
// setdvar( "r_mpRimDiffuseTint", "1.2 1.3 1.2" );
thread set_lighting_values(); // after maps\mp\_load::main();
}
set_lighting_values()
{
if ( IsUsingHDR() )
{ while (true)
{
level waittill("connected", player); // we need to set the dvars for each player as he connects.
// player SetClientDvars(
// "r_tonemap", "1"
//);
/* player SetClientDvars(
"r_tonemap", "1",
"r_tonemapadaptspeed", ".07",
"r_tonemapkey", "0",
"r_veil", "1",
"r_veilstrength", ".087",
"r_tonemapexposure", "-10"
);
//For setting the max exposure so we can get contrast back into the map without blowing everything out
setdvar ("r_tonemapmaxexposure", "-10");
//Controling how much SSAO there is in the scene
setdvar ("r_ssaoPower", "3.5");
setdvar ("r_ssaoBlurRadius", "1.5");
*/
}
}
}