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FPSC Classic Scripts / Turning Postprocessing on and off?

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Slayer267
14
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Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 15th Aug 2012 04:57
Is there a script that could change my post-processing in my setup.ini from 0 to 1 then back again for 1 level?

Thanks!
~Ervin

[url=www.carnageproduct.com][/url]
kingofmk98
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Joined: 30th Jul 2011
Location: Everywhere
Posted: 15th Aug 2012 05:24
Not that i know of.....sorry dude

A lot of my FPSC media can be found here. Hope you guys stop in. http://fpscfree.webs.com/
Slayer267
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Posted: 15th Aug 2012 05:40
Now... I am sad...

[url=www.carnageproduct.com][/url]
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 15th Aug 2012 09:34 Edited at: 15th Aug 2012 09:38
This is from Ched80's unofficial fpsc complete script syntax list issue 4 from this thread: http://forum.thegamecreators.com/?m=forum_view&t=180924&b=23(If you haven't done yet, download it. I have it open all the time during scripting)

3.14.2.9
SETPOSTEFFECT=X
Description: This sets which post-processing shader to use. The effect can be switched at any point in the game.
Range: X = any valid *.fx post-processing shader file.
Example: :state=1:setposteffect=gasmask

3.18.2.1 PASSTOSETUP=VarName X
Description: This writes the value X to the VarName line within the setup.ini.
Range: VarName = “useeffects”, “dynamicshadows”, “dividetexturesize”, “mousesensitivity”, “aspectratio”, “postprocessing”, “width”, “height”, “depth”, “antialias”, “invmouse”, “particleused”, “autores”.
X = any value.
Example: :state=1:passtosetup=invmouse 1

I haven't worked with these actions yet, but to me it looks they might do the job.

In case you find my grammar and spelling weird ---> native German speaker ^^
Slayer267
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Location: Non of your beez wax
Posted: 15th Aug 2012 09:56
Can you be sure?

[url=www.carnageproduct.com][/url]
Teabone
Valued Member
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Joined: 8th Jun 2006
Location: Canada
Posted: 15th Aug 2012 10:25
I've used it and it works. 1.19

Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 15th Aug 2012 20:04
Why do you need to change the setup.ini?

Just use setposteffect=none
This will cancel the shader being applied.

Off topic: glad to see my doc being used by a master craftsman

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 15th Aug 2012 20:56
Quote: "glad to see my doc being used by a master craftsman"


The guide is highly recommended. Even we refer to it from time to time.


Twitter: @NFoxMedia
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 15th Aug 2012 21:23 Edited at: 15th Aug 2012 21:24
Quote: "Off topic: glad to see my doc being used by a master craftsman "
Too much honor, Ched - without issue 4.D I'd never find my way around all the new commands.

In case you find my grammar and spelling weird ---> native German speaker ^^
maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 17th Aug 2012 10:42
are you kidding, buddy??? your list is one of the best things around here, saved my mind many times. dont know how often i simply post the link to answer simple questions here...

Doomster
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Joined: 8th Nov 2007
Location: Germany
Posted: 17th Aug 2012 12:18
Quote: " This will cancel the shader being applied."

True, but with the current implementation it merely replaces the current shader with another shader that apparently doesn't have a visual effect - so the extra processing (rendering an additional camera, etc.) is still running and eatin' up performance on older PC's.

geistschatten
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Posted: 17th Aug 2012 14:00 Edited at: 17th Aug 2012 14:01
My computer has some horrible stock graphics card, and I discovered the postprocessing "fix" a while back. My suggestion would be using a triggerzone-activated HUD to achieve the effect you want, e.g. Nightvision

The only downsides to that will be you'll need to make a HUD for each effect you want, and it will be non-moving, unless you can figure out making an animated HUD that's activated with a triggerzone?

Somebody please let me know if this is a bad idea

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