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Screen (Effects)
Keyword: screen
flags <bitfield>
mode <enum>
Can be one of the following values:
additive
blend
tint
brighten
skybox
background
user1
user2
user3
user4
filterChain
color <colorRGB...>
This field is animatable, so multiple values will make the color change over the lifetime of the effect.
strength <float...>
This field is animatable, so multiple values will make the strength change over the lifetime of the effect.
distance <float...>
This field is animatable, so multiple values will make the distance change over the lifetime of the effect.
delay <float>
falloff <float>
distanceBase <float>
length <float> -loop
How many seconds the effect will be alive. If the -loop
flag is used, the effect will repeat until it is manually killed.
texture <resourceID>
field_68 <int>
A screen effect can contain a single filterChain
block (that is, it has attributes inside and is closed with an end
keyword). A filter chain is capable of creating temporary texture buffers and apply multiple screen filters (chaining them). The list of available filter commands is in Screen Filters (Effects).
Apart from the filter commands, there's another command to create temporary buffers:
texture <name> -size <int> -ratio <int>
The name does not matter to the game, it's just used to identify the buffer within the filter chain. The names source
, dest
, and particlesX
(where X is any number) are reserved and cannot be used.
An example:
filterChain
texture temp0 -size 512
# Blur a source texture and save it on temp0
blur1d textures!test_texture temp0 -scale 2.5
# Add the blurred texture into the screen and display it
add source dest -texture temp0
end