noemen Posted September 5, 2020 Share Posted September 5, 2020 How is LevelName.postfxpreset.cs loaded?Because I made some changes in my game ... The levels are no longer in the "levels /" folder, but in "models / levels".After the change everything worked fine, but now when entering the level the postfxpreset is not loaded automatically.Any light? Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted September 6, 2020 Share Posted September 6, 2020 Use a text editor that can search the whole project. I use one called Atom. Search for the filename. In the console, it seems to load with the PostFX manager? Quote Link to comment Share on other sites More sharing options...
noemen Posted September 6, 2020 Author Share Posted September 6, 2020 Use a text editor that can search the whole project. I use one called Atom. Search for the filename. In the console, it seems to load with the PostFX manager? Yes yes ... The PostFX manager configuration works (I save the preset). The problem is that when I left the level and try to enter again, the preset that was saved is not loaded (since I applied it previously). Even if the preset is renamed correctly ... when entering the level, the preset is not loaded. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 6, 2020 Share Posted September 6, 2020 I was a bit hesitant to post this because if some standard exists to activate thepostfxpreset file , I do not know what it is . okin the .mis file I add a property to "TheLevelInfo" which I call pfx , the value is thepath to the postFXpreset file like this just examples-pfx = "./levels/postFXpresets/somefile.postFXpreset"-or-pfx = "./levels/konserian/konserian.postfxpreset.cs"then in the file./scripts/client/missiondownload.csfunction onMissionDownloadComplete()i add these--------------------------------------exec(thelevelInfo.pfx);postfxmanager.settingsapplyfrompreset();volFogControl(); //-- see following for explanation --------------------------------------Also , in in one of my levels I use volumetric fog which was being disabled afterapplying the postFx so i added a function named volfogControl which I call afterapplying the postFX .For this I add another variable to the "theLevelInfo which Icall volfog and give it the string value of the volumetric fog volfog = "lakeFun01Volfog01";I added this function to the same file-------------------------------------function volfogcontrol(){%volfog = theLevelInfo.volfog;//echo("++++VOLFOG = " @ %volfog); if(thelevelinfo.volfog !$= "") {echo("--------TURN ON VOLUMETRIC FOG----volFogControl-" @ %volfog);%volfog.hidden = true;%volfog.hidden = false; }}---------------------------------Like I said , I just try to make things work so , just disregard any comments ,I use them to help me solve little problems . And if you find any of it to beridiculous , I'd only benefit to now what it is . Quote Link to comment Share on other sites More sharing options...
Duion Posted September 6, 2020 Share Posted September 6, 2020 Btw putting levels into models/levels is a stupid idea, it makes no sense, but it should not make any difference where the levels are, I think the function searches for the levelname with the suffix postfxpreset.cs and if not then change the function to do that. Quote Link to comment Share on other sites More sharing options...
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