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

57 lines
1.5 KiB
Plaintext

/*
maps\mp\[mapname]_lighting.gsc
script for mp level-scripting
*/
main()
{
setdvar( "r_lightGridEnableTweaks", 1 );
setdvar( "r_lightGridIntensity", 1.33 );
//Character vis
setdvar( "r_mpRimColor", "0 0 0" );
setdvar( "r_mpRimStrength", "0" );
setdvar( "r_mpRimDiffuseTint", "0 0 0" );
//Screen Space Refrection Quality setting
//setdvar( "r_screenSpaceReflectionHQ", 1 ); // commented out for now based on rendering team recommendations
setdvar( "sm_spotshadowfadetime", 0.01 );
setdvar( "sm_spotLightScoreModelScale", 0.3 );
// testing the scripted lighting centroid
//vl_char_lighting();
//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" );
}
// vl_lightscore_booster()
//{
// lgts = GetEntArray( "light_score_booster", "targetname" );
// foreach (lgt in lgts)
// {
// lgt_intensity = lgt GetLightIntensity();
// lgt SetLightIntensity(5000);
// }
//}
//
// testing the scripted lighting centroid
/*
vl_char_lighting()
{
//assign the new lighting centroid to the tree
modified_centroid = GetEnt( "modified_char_centroid", "targetname" );
//get the tree entity
npc = GetEnt( "player_pos", "targetname" );
//use the new lighting origin on the tree entity
npc OverrideLightingOrigin(modified_centroid.origin);
}
*/