Dragonram wrote:ZaneZavin wrote:What exactly do I need for constant bullettime?TeeHee BOOM! :smileyvery-happy:#This always places bullet time on woo!RenderBulletTimeOnly = 1AlwaysDoBulletTime = 1I recommend using it with this :smileywink:#This allows moveable camera during bullet time effect.AllowBulletTimeCamera = 0- Ð
ZaneZavin wrote:What exactly do I need for constant bullettime?
Traxada wrote:wr_envdaylength = 0That setting ^ gives you this:Seems to remove all world render textures and character textures and just leaves....blackness. No weather....no life. Pretty nifty though.
Cool!
Edit: I just tried this, and one interesting effect is the "buildings" that are always in the background of the city actual gain detail instead of simply existing as vague outlines in fog. Does anyone know of a way to retain this effect and keep the regular city textures?
Message Edited by Othinn1 on 06.15.2006 07:43 PM
I tried that blackness thing and it's really weird. But very cool though. When your inside buildings, everything is the same except people's RSI's look darker. And on top of the Government Buildings downtown is a cool place to see those weird textured buildings.
Oh, and I did the Hack View settings and the constant bullet time settings to get a freakin cool screenshot that is now in my sig. All thanks to you, Bayamo. :smileyhappy:
ThePigeonKing wrote: May I also suggest addingScreenFilters_GreenShift_Color_0_R = 1to your little useropt greenshift list if you want all red all the time (doesn't fade to contrasting dark).Now, if anyone wants, say, blue tint, just make all of the B values = 1. For intense green, all G values = 1.But for all red all the time:ScreenFilters_GreenShift_Color_1_R = 1ScreenFilters_GreenShift_Color_1_G = 0ScreenFilters_GreenShift_Color_1_B = 0ScreenFilters_GreenShift_Color_0_R = 1ScreenFilters_GreenShift_Color_0_G = 0ScreenFilters_GreenShift_Color_0_B = 0However, I still haven't seen it in day time. *Checks watch*...Soon, though. EDIT:Muhahahahah! Message Edited by ThePigeonKing on 03-19-200610:11 AM
EDIT:Muhahahahah!
Message Edited by ThePigeonKing on 03-19-200610:11 AM
A little explanation:
These values are normalised (adjust the values so that the lowwest value becomes 0 and the highest becomes 1 ... all others become somewhere in between)
(assumes system defaults if not on useropts)
It seems to be an initial slider value as they decrease in effect over time. Possibly these are the values used when Matrix code is initailly shown (to prevent colour filters over the code)
ScreenFilters_GreenShift_Color_1_R = 1ScreenFilters_GreenShift_Color_1_G = 0ScreenFilters_GreenShift_Color_1_B = 0
Presumably these values are the values to fade to from the previous 3.
ScreenFilters_GreenShift_Color_0_R = 1ScreenFilters_GreenShift_Color_0_G = 0ScreenFilters_GreenShift_Color_0_B = 0
these values are the ones appiles by the "green tint" which is actually a colour tint overlain.
a few colours (in RGB order):cyan = 0,1,1yellow = 1,1,0magenta = 1,0,1orange = 1,0.5,0brown = 0.9, 0.6, 0.2purple = 0.6, 0, 0.6
For a lighter version of the colour you want, increase the values by an equal percent.
so if red is 1,0,0 then light pink is 1, 0.7, 0.7
all three values being the same is a variation of white (111) or black (000) - however this will not do much depending on the colour blend mode values closer to black may darken the screen slightly
phi wrote: ThePigeonKing wrote: May I also suggest addingScreenFilters_GreenShift_Color_0_R = 1to your little useropt greenshift list if you want all red all the time (doesn't fade to contrasting dark).Now, if anyone wants, say, blue tint, just make all of the B values = 1. For intense green, all G values = 1.But for all red all the time:ScreenFilters_GreenShift_Color_1_R = 1ScreenFilters_GreenShift_Color_1_G = 0ScreenFilters_GreenShift_Color_1_B = 0ScreenFilters_GreenShift_Color_0_R = 1ScreenFilters_GreenShift_Color_0_G = 0ScreenFilters_GreenShift_Color_0_B = 0However, I still haven't seen it in day time. *Checks watch*...Soon, though. EDIT:Muhahahahah! Message Edited by ThePigeonKing on 03-19-200610:11 AM A little explanation: These values are normalised (adjust the values so that the lowwest value becomes 0 and the highest becomes 1 ... all others become somewhere in between) (assumes system defaults if not on useropts) It seems to be an initial slider value as they decrease in effect over time. Possibly these are the values used when Matrix code is initailly shown (to prevent colour filters over the code) ScreenFilters_GreenShift_Color_1_R = 1ScreenFilters_GreenShift_Color_1_G = 0ScreenFilters_GreenShift_Color_1_B = 0 Presumably these values are the values to fade to from the previous 3. ScreenFilters_GreenShift_Color_0_R = 1ScreenFilters_GreenShift_Color_0_G = 0ScreenFilters_GreenShift_Color_0_B = 0 these values are the ones appiles by the "green tint" which is actually a colour tint overlain. a few colours (in RGB order):cyan = 0,1,1yellow = 1,1,0magenta = 1,0,1orange = 1,0.5,0brown = 0.9, 0.6, 0.2purple = 0.6, 0, 0.6 For a lighter version of the colour you want, increase the values by an equal percent. so if red is 1,0,0 then light pink is 1, 0.7, 0.7 all three values being the same is a variation of white (111) or black (000) - however this will not do much depending on the colour blend mode values closer to black may darken the screen slightly
Roukan wrote:I can't get hackview to work! Noooo!!CmpChar_HackView_Enable = 1CmpChar_HackView_MinLvl_Float = 10CmpChar_HackView_MaxLvl = 700..right?
BayamosHatesUPS wrote:Traxada: Ah, the infamous HackView. This is the parameter everyone asks me about, because they can never get it to work. I myself posted once that it was broken, I believed the devs ruined it when in fact it had stopped working for me. It's a weird parameter - sometimes jacking in and out will make it work, sometimes disabling other parameters will make it work... weird, really. Anyway, these are the settings I currently use, and they make the game look like this.CmpChar_HackView_Enable = 1CmpChar_HackView_MinLvl_Float = 10CmpChar_HackView_MaxLvl = 700