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VolvoJocke1337

Campaign post process?

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Is there any way to get the special post processing effects from the campaign to a mission via the editor?

Iv'e looked everyware and no one has asked this before I think. Is it something Iv'e missed completly?

Thanks in advance.

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It's all just scripts. You can pop open the missions.pbo and extract them to use in your own missions.

The blur intro thing is simply this in your init.sqf:

"dynamicBlur" ppEffectEnable true;   
"dynamicBlur" ppEffectAdjust [6];   
"dynamicBlur" ppEffectCommit 0;     
"dynamicBlur" ppEffectAdjust [0.0];  
"dynamicBlur" ppEffectCommit 7;  

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And for the great Film Grain effect in some missions (e.g. Bitter Chill) put this in your init.sqf:

// Film Grain
[] spawn {
sleep 0.02;
	"colorCorrections" ppEffectAdjust [1, 1, -0.003, [0.0, 0.0, 0.0, 0.0], [0.9, 0.9, 1, 0.4],  [0.199, 0.587, 0.114, 0.0]];  
	"colorCorrections" ppEffectCommit 0;  
	"colorCorrections" ppEffectEnable true;
//light film grain
"filmGrain" ppEffectEnable true; 
"filmGrain" ppEffectAdjust [0.03, 1, 1, 0.1, 1, false];
"filmGrain" ppEffectCommit 0; 
};

And i just love this fog from "Delying the Bear". Therefor, put this in your init.sqf:

// Fog
_pos = position vehicle player;
_ps = "#particlesource" createVehicleLocal _pos; 
_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0, [4], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj];
_ps setParticleRandom [3, [40, 40, 0], [0, 0, 0], 2, 0.5, [0, 0, 0, 0.1], 0, 0];
_ps setParticleCircle [0.1, [0, 0, 0]];
_ps setDropInterval 0.01;


while {true} do {
_ps setpos position vehicle player;
sleep 1;
};

Edited by IndeedPete

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