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09-21-2011, 16:02
(This post was last modified: 09-21-2011, 16:04 by Yamato.)
Hello,
A new tutorial, this one is about creating custom visions without using new vision files. For it we are going to use dvars with the command SetClientDvar. Example:
Code: self SetClientDvar("r_blur",0.62);
self SetClientDvar("r_brightness",0.05);
self SetClientDvar("r_contrast",1);
self SetClientDvar("r_glow",1);
self SetClientDvar("r_glow_allowed",1);
self SetClientDvar("r_glowRadius0",0);
self SetClientDvar("r_glowBloomCutoff",0.97);
self SetClientDvar("r_glowBloomDesaturation",0.61);
self SetClientDvar("r_glowSkyBleedIntensity0",0.25);
self SetClientDvar("r_filmEnable",1);
self SetClientDvar("r_filmInvert",0);
self SetClientDvar("r_filmBrightness",0.14);
self SetClientDvar("r_filmDesaturation",0.98);
self SetClientDvar("r_filmLightTint","1 0.7 0.32");
self SetClientDvar("r_filmDarkTint","1 1.05 0.9");
self SetClientDvar("r_spotLightBrightness",14.32);
That example will give you more or less a sepia vision(I messed around a bit to get sepia but is not 100% true sepia).
Info:
The dvars you should use are the r_something, most of them are relationated with vision, this is a list copied from @ d0h! post:
r_aaAlpha "dither
r_aaMaxQuality "0"
r_aaSamples "2"
r_altModelLightingUpdate "0"
r_aspectRatio "auto"
r_atlasAnimFPS "15"
r_autopriority "0"
r_blacklevel "0"
r_blur "0"
r_brightness "0"
r_cacheModelLighting "1"
r_cacheSModelLighting "1"
r_clear "never"
r_clearColor "0
r_clearColor2 "0
r_colorMap "Unchanged"
r_contrast "1"
r_customMode ""
r_debugLineWidth "1"
r_debugShader "none"
r_depthPrepass "None"
r_desaturation "1"
r_detail "1"
r_detailMap "Unchanged"
r_diffuseColorScale "1"
r_displayRefresh "60
r_distortion "1"
r_dlightLimit "4"
r_dof_bias "0.5"
r_dof_enable "1"
r_dof_farBlur "1.8"
r_dof_farEnd "7000"
r_dof_farStart "1000"
r_dof_nearBlur "6"
r_dof_nearEnd "60"
r_dof_nearStart "10"
r_dof_tweak "0"
r_dof_viewModelEnd "8"
r_dof_viewModelStart "2"
r_dpvsFilterDebug "0"
r_drawDecals "1"
r_drawSun "1"
r_drawWater "1"
r_envMapExponent "5"
r_envMapMaxIntensity "0.5"
r_envMapMinIntensity "0.2"
r_envMapOverride "0"
r_envMapSunIntensity "2"
r_fastSkin "0"
r_filmAltShader "1"
r_filmTweakBrightness "0"
r_filmTweakContrast "1.4"
r_filmTweakDarkTint "0.7
r_filmTweakDesaturation "0.2"
r_filmTweakDesaturationDark "0.2"
r_filmTweakEnable "0"
r_filmTweakInvert "0"
r_filmTweakLightTint "1.1
r_filmTweakMediumTint "0.9
r_filmUseTweaks "0"
r_floatz "1"
r_fog "1"
r_forceLod "none"
r_fullbright "0"
r_fullscreen "0"
r_gamma "0.8"
r_glow "1"
r_glow_allowed "1"
r_glow_allowed_script_forced "0"
r_glowTweakBloomCutoff "0.5"
r_glowTweakBloomDesaturation "0"
r_glowTweakBloomIntensity0 "1"
r_glowTweakEnable "0"
r_glowTweakRadius0 "5"
r_glowUseTweaks "0"
r_gpuSync "off"
r_heroLighting "1"
r_highLodDist "-1"
r_ignore "0"
r_ignorehwgamma "0"
r_inGameVideo "1"
r_lightCacheLessFrequentMaxDistance "64"
r_lightCacheLessFrequentPeriod "10"
r_lightGridContrast "0"
r_lightGridEnableTweaks "0"
r_lightGridIntensity "1"
r_lightGridUseTweakedValues "1"
r_lightMap "Unchanged"
r_loadForRenderer "1"
r_lockPvs "0"
r_lodBiasRigid "0"
r_lodBiasSkinned "0"
r_lodScaleRigid "1"
r_lodScaleSkinned "1"
r_lowestLodDist "-1"
r_lowLodDist "-1"
r_mediumLodDist "-1"
r_mode "1024x768"
r_modelVertColor "1"
r_monitor "0"
r_multiGpu "0"
r_normal "1"
r_normalMap "Unchanged"
r_outdoor "1"
r_outdoorFeather "8"
r_picmip "0"
r_picmip_bump "0"
r_picmip_manual "0"
r_picmip_spec "0"
r_picmip_water "0"
r_polygonOffsetBias "-1"
r_polygonOffsetScale "-1"
r_portalBevels "0.7"
r_portalBevelsOnly "0"
r_portalMinClipArea "0.02"
r_portalMinRecurseDepth "2"
r_portalWalkLimit "0"
r_preloadShaders "0"
r_pretess "1"
r_primaryLightTweakDiffuseStrength "1"
r_primaryLightTweakSpecularStrength "1"
r_primaryLightUseTweaks "0"
r_reflectionProbeGenerate "0"
r_reflectionProbeGenerateExit "0"
r_reflectionProbeRegenerateAll "0"
r_rendererInUse "Shader
r_rendererPreference "Default"
r_resampleScene "1"
r_scaleViewport "1"
r_showFbColorDebug "None"
r_showFloatZDebug "0"
r_showLightGrid "0"
r_showMissingLightGrid "0"
r_showPortals "0"
r_showPortalsOverview "0"
r_singleCell "0"
r_skipPvs "0"
r_smc_enable "1"
r_smc_optimize "1"
r_smp_backend "1"
r_smp_worker "1"
r_smp_worker_thread0 "1"
r_smp_worker_thread1 "1"
r_specular "1"
r_specularColorScale "2.5"
r_specularMap "Unchanged"
r_spotLightBrightness "14"
r_spotLightEndRadius "196"
r_spotLightEntityShadows "1"
r_spotLightExponent "2"
r_spotLightFovInnerFraction "0.5"
r_spotLightMaxLength "5000"
r_spotLightShadows "1"
r_spotLightSModelShadows "1"
r_spotLightStartRadius "36"
r_sse_skinning "1"
r_subwindow "0
r_sun_from_dvars "0"
r_sun_fx_position "0
r_sunblind_fadein "0.5"
r_sunblind_fadeout "3"
r_sunblind_max_angle "5"
r_sunblind_max_darken "0.75"
r_sunblind_min_angle "30"
r_sunflare_fadein "1"
r_sunflare_fadeout "1"
r_sunflare_max_alpha "1"
r_sunflare_max_angle "2"
r_sunflare_max_size "2500"
r_sunflare_min_angle "45"
r_sunflare_min_size "0"
r_sunflare_shader "sun_flare"
r_sunglare_fadein "0.5"
r_sunglare_fadeout "3"
r_sunglare_max_angle "5"
r_sunglare_max_lighten "0.75"
r_sunglare_min_angle "30"
r_sunsprite_shader "sun"
r_sunsprite_size "16"
r_texFilterAnisoMax "4"
r_texFilterAnisoMin "1"
r_texFilterDisable "0"
r_texFilterMipBias "0"
r_texFilterMipMode "Unchanged"
r_useLayeredMaterials "0"
r_vc_makelog "0"
r_vc_showlog "0"
r_vsync "0"
r_warningRepeatDelay "5"
r_zfar "0"
r_zFeather "1"
r_znear "4"
r_znear_depthhack "0.1"
Now, lets use a good and easy function to make more and call them easily
Code: SetVision(vision)
{
switch(vision)
{
case "sepia":
self SetClientDvar("r_blur",0.62);
self SetClientDvar("r_brightness",0.05);
self SetClientDvar("r_contrast",1);
self SetClientDvar("r_glow",1);
self SetClientDvar("r_glow_allowed",1);
self SetClientDvar("r_glowRadius0",0);
self SetClientDvar("r_glowBloomCutoff",0.97);
self SetClientDvar("r_glowBloomDesaturation",0.61);
self SetClientDvar("r_glowSkyBleedIntensity0",0.25);
self SetClientDvar("r_filmEnable",1);
self SetClientDvar("r_filmInvert",0);
self SetClientDvar("r_filmBrightness",0.14);
self SetClientDvar("r_filmDesaturation",0.98);
self SetClientDvar("r_filmLightTint","1 0.7 0.32");
self SetClientDvar("r_filmDarkTint","1 1.05 0.9");
self SetClientDvar("r_spotLightBrightness",14.32);
break;
case "superblurry":
self SetClientDvar("r_blur",2);
break;
}
}
Now just do and enjoy your "custom" vision:
Code: self SetVision("sepia");
Thats it,
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09-21-2011, 16:04
(This post was last modified: 09-21-2011, 16:05 by AZUMIKKEL.)
Possible to call the raw\vision\vision.vision vision files as client vars without having to copy all of these and put self setClientDvar in front etc.?
Code: r_filmEnable "1"
r_filmMidStart "0.25"
r_filmMidEnd "0.75"
r_filmDarkFeather "0.5"
r_filmLightFeather "0.5"
r_filmColorTemp "6500 6500 6500"
r_filmHue "0 0 0"
r_filmSaturation "1 1 1"
r_filmDarkTint "1 1 1"
r_filmMidTint "1 1 1"
r_filmLightTint "1 1 1"
r_filmContrast "1.2 1.2 1.2"
r_sCurveEnable "1"
r_sCurveShoulderStrength "0.068"
r_sCurveLinearStrength "0.413"
r_sCurveLinearAngle "0.093"
r_sCurveToeStrength "0.117"
r_sCurveToeNumerator "0.000"
r_sCurveToeDenominator "0.228"
r_reviveFX_Enable "0"
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09-21-2011, 16:05
(This post was last modified: 09-21-2011, 16:05 by Rendflex.)
Aww, at first I thought you got the custolm .VISION files working but then I saw;
(09-21-2011, 16:02)Yamato Wrote: creating custom visions without using new vision files
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(09-21-2011, 16:04)AZUMIKKEL Wrote: Possible to call the raw\vision\vision.vision vision files as client vars without having to copy all of these and put self setClientDvar in front etc.?
Code: r_filmEnable "1"
r_filmMidStart "0.25"
r_filmMidEnd "0.75"
r_filmDarkFeather "0.5"
r_filmLightFeather "0.5"
r_filmColorTemp "6500 6500 6500"
r_filmHue "0 0 0"
r_filmSaturation "1 1 1"
r_filmDarkTint "1 1 1"
r_filmMidTint "1 1 1"
r_filmLightTint "1 1 1"
r_filmContrast "1.2 1.2 1.2"
r_sCurveEnable "1"
r_sCurveShoulderStrength "0.068"
r_sCurveLinearStrength "0.413"
r_sCurveLinearAngle "0.093"
r_sCurveToeStrength "0.117"
r_sCurveToeNumerator "0.000"
r_sCurveToeDenominator "0.228"
r_reviveFX_Enable "0"
To do that, call directly the vision into the player. I did this tutorial for not using those files.
@ Rendflex Maybe in aiw you can load a file you create with info like that and rename it to .vision. Probably loads, but I havent tried. In liberation it doesnt work, , because you can only load gsc files.
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He's saying no custom vision because mw2 mods can't create them
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(09-21-2011, 16:11)jariz Wrote: He's saying no custom vision because mw2 mods can't create them
But probably in aiw you can use real .vision files. Because aiw modloader allows to load other kind of files like gsc,csv,weapon, shock or others, probably .vision too
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Did you tested it?
Don't work.
C++/Obj-Cdeveloper. Neko engine wip
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(09-21-2011, 16:15)Se7en Wrote: Did you tested it?
Don't work.
I have tested in loading real .vision files
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Quote:To do that, call directly the vision into the player. I did this tutorial for not using those files.
Was about to say "that didn't help much" but then I looked at the section. My bad.
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