Tech Goggles/Vision Aug Light Amplification
Posted: Sat Nov 19, 2016 3:44 pm
Methods I've tried:
Changes all textures to unlit. works, but looks absolutely horrid.
Ups the brightness. Most accurate method as it does amplify all existing light, but flushing the cache in play is bad for performance.
Function I added (and subsequently removed) to change a zone's ambientBrightness. Would have been great if it worked, but I guess Zones are not meant to be dynamically fucked with.
According to someone else who created nightvision in their Unreal Tournament mod this helps you see in the dark, but I noticed no difference.
Other methods I've not tried:
Using the renderer to add a post-processing effect perhaps.
Spawning in a light that follows the player. Doubt it would look good and may be a big hit on performance if used in combination with the light aug.
...I guess vanilla it is then.
Code: Select all
if (player.RendMap != 6)
Player.RendMap = 6;
Code: Select all
CurrentBrightness = float(player.ConsoleCommand("get" @ "ini:Engine.Engine.ViewportManager Brightness" ));
player.ConsoleCommand("set" @ "ini:Engine.Engine.ViewportManager Brightness" @ 1.0);
player.ConsoleCommand("FLUSH");
Code: Select all
player.changeZoneLight(True);
Code: Select all
Player.ClientAdjustGlow(0.3, vect(32,32,32));
Other methods I've not tried:
Using the renderer to add a post-processing effect perhaps.
Spawning in a light that follows the player. Doubt it would look good and may be a big hit on performance if used in combination with the light aug.
...I guess vanilla it is then.