Call of Duty 5: .vision file: Difference between revisions

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  [[Image:warning.png]] Below is an attempt at describing each line, this is not 100% accurate!
  [[Image:warning.png]] Below is an attempt at describing each line, this is not 100% accurate!


<pre>
<syntaxhighlight>
r_glow "1" // do we want to enable the following 4 lines? / 0 or 1
r_glow "1" // do we want to enable the following 4 lines? / 0 or 1
r_glowRadius0 "X" // radius
r_glowRadius0 "X" // radius
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r_glowBloomDesaturation "X" // de-colourisation of the bloom effect
r_glowBloomDesaturation "X" // de-colourisation of the bloom effect
r_glowBloomIntensity0 "X" // intensity of the bloom effect
r_glowBloomIntensity0 "X" // intensity of the bloom effect
r_glowSkyBleedIntensity0 "X"
r_glowRayExpansion "X"


r_filmEnable "1" // do we want to enable the following 6 lines? / 0 or 1
r_filmEnable "1" // do we want to enable the following 6 lines? / 0 or 1
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r_reviveFX_darkTintCenter "1 1 1"
r_reviveFX_darkTintCenter "1 1 1"
r_reviveFX_lightTintCenter "1 1 1"
r_reviveFX_lightTintCenter "1 1 1"
 
</syntaxhighlight>
</pre>


  [[Image:warning.png]] The values R G B represent Red Green Blue and should be entered as their value from 0-255/255
  [[Image:warning.png]] The values R G B represent Red Green Blue and should be entered as their value from 0-255/255

Latest revision as of 12:09, 16 December 2010

Vision Files are new to the COD Serie and they bring another dimension to the way we look at the game. It is used to alter R G B but also Darkness/Brightness and Glow.



Create a new file in '[root]/raw/vision/' (create the 'vision' directory if it doesn't yet exists) called [mapname].vision, ignore any warnings that may come up when you save it with an unknown extension.

The vision file is composed of 3 sections, r_glow ,r_film and r_reviveFX

 Below is an attempt at describing each line, this is not 100% accurate!

<syntaxhighlight> r_glow "1" // do we want to enable the following 4 lines? / 0 or 1 r_glowRadius0 "X" // radius r_glowBloomCutoff "X" // has to do with the radius r_glowBloomDesaturation "X" // de-colourisation of the bloom effect r_glowBloomIntensity0 "X" // intensity of the bloom effect r_glowSkyBleedIntensity0 "X" r_glowRayExpansion "X"

r_filmEnable "1" // do we want to enable the following 6 lines? / 0 or 1 r_filmContrast "X" // contrast level r_filmBrightness "X" // brightness level r_filmDesaturation "X" // de-colourisation level r_filmInvert "0" // inverted colours / 0 or 1 r_filmLightTint "R G B" // colour that light places get r_filmDarkTint "R G B" // colour that dark places get

r_reviveFX_enable "0" // enable fx vision when player is down r_reviveFX_contrastEdge "0" // contrast level r_reviveFX_brightnessEdge "0" // brightness level r_reviveFX_desaturationEdge "0" // de-colourisation level r_reviveFX_darkTintEdge "1 1 1" r_reviveFX_lightTintEdge "1 1 1" r_reviveFX_blurRadiusEdge "0" r_reviveFX_motionblurWeight "0" r_reviveFX_contrastCenter "0" r_reviveFX_brightnessCenter "0" r_reviveFX_desaturationCenter "0" r_reviveFX_darkTintCenter "1 1 1" r_reviveFX_lightTintCenter "1 1 1" </syntaxhighlight>

 The values R G B represent Red Green Blue and should be entered as their value from 0-255/255
  • If you want different colours for your map, the last 2 lines should be changed.

Easiest it to combine glow and film settings stock maps use though.

rawfile,vision/[mapname].vision
  • The vision file should now be in effect.

Find All stock Vision files HERE


--Zeroy. 17:47, 20 November 2008 (UTC)