# LevelSetup.ini RECORD DEFAULT_SETTINGS NEAR_CLIP 0.1 # [GK] Z offset that makes the alpha BSP appear on top ALPHA_BSP_DEPTH_OFFSET 10.0 # [GK] rain parameters RAIN_COL 64, 64, 64 RAIN_ANGLE 5.0, 5.0 RAIN_STRENGTH 1.0 RAIN_FX FXRAIN # [GK] colour ramp parameters, override per level as necessary # Ramp used for a particular level BASE_RAMP_TEXTURE FE_colramps BASE_RAMP_ROW 1 # Ramp used for bookends BOOKEND_RAMP_TEXTURE FE_genramps BOOKEND_RAMP_ROW 4 # Ramp used when hiding in the shadows HIDE_RAMP_TEXTURE FE_colramps HIDE_RAMP_ROW 7 HIDE_RAMP_IN_TIME 2.0 HIDE_RAMP_OUT_TIME 0.3 END # Currently changing the camera settings breaks aiming # see CAmmoWeapon::GetFiringDirection in weapon.cpp # RECORD CAM_SETTINGS # Describes the height of the players head, used for many things. CAM_MIN_HEIGHT 1.65 # Offset from the players base which the camera is relative to. CAM_DEFAULT1 -0.3,1.65,0.0 # Alternative offset from the players base which the camera is relative to. # searching the code shows this is used for "combat stance" and wall squish CAM_DEFAULT2 -0.3,1.65,0.0 # Offset from DEFAULT1 or DEFAULT2 above to where the camera is CAM_POS_OFFSET_FROM_PLAYER 0.0,-0.01,-3.08 # Offset from DEFAULT1 or DEFAULT2 above to where the camera is when looking back REV_CAM_POS_OFFSET_FROM_PLAYER 0.0,-0.01,3.08 # Offset from DEFAULT1 or DEFAULT2 above to where the camera lookat point is CAM_LOOKAT_OFFSET_FROM_PLAYER 0.0,-0.5,1.5 # old CAM_LOOKAT_OFFSET_FROM_PLAYER 0.0,-0.6,1.25 # Control the height of the camera when aiming a gun whilst crouching CAM_CROUCH_AIM_HEIGHT 1.25 # [THADDAEUS] Moved the default crouch camera height down a bit # - this was done as part of the fix for B*14478 # - please check for clipping issues in crouch height crawlspaces if you move it up at all CAM_CROUCH_CAM_HEIGHT 0.46 # [GK] camera shake parametes Amplitude, Frequency (base level noise), Smoothness (1.0 just base - 0.0 all freq) # [LM] Set 1st pass good settings # [LM] Turned down execution shake 20% from 15.0 & 10.0 CAM_SHAKE_LAT_STAND 0.0, 0.0, 0.0 CAM_SHAKE_ROLL_STAND 0.0, 0.0, 0.0 CAM_SHAKE_LAT_SNEAKWALK 0.0, 0.0, 0.00 CAM_SHAKE_ROLL_SNEAKWALK 0.0, 0.0, 0.00 CAM_SHAKE_LAT_SNEAKRUN 1.0, 1.8, 0.65 CAM_SHAKE_ROLL_SNEAKRUN 0.7, 1.8, 0.65 CAM_SHAKE_LAT_SPRINT 0.0, 0.0, 0.0 CAM_SHAKE_ROLL_SPRINT 0.0, 0.0, 0.0 CAM_SHAKE_LAT_CRAWL 0.0, 0.0, 0.0 CAM_SHAKE_ROLL_CRAWL 0.0, 0.0, 0.0 CAM_SHAKE_LAT_EXECUTION 0.0, 0.0, 0.00 CAM_SHAKE_ROLL_EXECUTION 0.0, 0.0, 0.0 CAM_SHAKE_LAT_SCRIPTED_DEFAULT 2.0, 2.0, 1.0 CAM_SHAKE_ROLL_SCRIPTED_DEFAULT 2.0, 1.0, 1.0 END # Need nightfilter turned off by default in the ini file to fix B*14030 RECORD FILTERS ENABLE_FILTER_ART 1 ENABLE_FILTER_DRUG 0 ENABLE_FILTER_NIGHTVISION 0 ENABLE_FILTER_HIT1 0 ENABLE_FILTER_HIT2 0 ENABLE_FILTER_HIT3 0 ENABLE_FILTER_AA 0 FILTER_COLOR 20, 20, 20 END RECORD GLOBAL_SETTINGS THREAT_LEVEL_ANGLE_MULTIPLIER 0.01 # reaction delay in milliseconds GUN_REACTION_DELAY 1000 END RECORD VIDEO_EFFECT_SETTINGS # ---------------------------------------------------------------------------- RENDER_PIXELS 1 # Brightness of the visible RGB triples (0 - 255) PIXEL_INTENSITY 255 # Transparency of the visible RGB triples (0 - 255) PIXEL_ALPHA 30 # Transparency of the dark scanlines between RGB triples (0 - 255) SCANLINE_ALPHA 61 # Random scanline transparency variance (0 - 255) LINE_NOISE_AMOUNT 13 # ---------------------------------------------------------------------------- RENDER_BORDER 0 # Radius of dark border (0.0 - 1.0) BORDER_RADIUS 0.51 # Horizontal center of dark border (0.0 - 1.0) BORDER_CENTER_X 0.5 # Vertical center of dark border (0.0 - 1.0) BORDER_CENTER_Y 0.5 # ---------------------------------------------------------------------------- RENDER_COLOR_SHIFT 1 # Probability of a color shift (0.0 - 1.0) COLOR_SHIFT_PROBABILITY 0.035 # Color shift Red (0 - 255) COLOR_SHIFT_RED 6 # Color shift Green (0 - 255) COLOR_SHIFT_GREEN 7 # Color shift Blue (0 - 255) COLOR_SHIFT_BLUE 4 # ---------------------------------------------------------------------------- RENDER_COLOR_NOISE 1 # Strength of color noise when visible (0 - 255) COLOR_NOISE_AMOUNT 55 # Probability of a color noise sequence (0.0 - 1.0) COLOR_NOISE_PROBABILITY 0.03 # ---------------------------------------------------------------------------- # MRG notes: this is a full-screen ghost effect RENDER_GHOST_IMAGE 0 # Visibility of ghost image (0 - 255) GHOST_IMAGE_ALPHA 25 # Probability of the ghost image snapping back to normal position (0.0 - 1.0) GHOST_IMAGE_SNAP_PROBABILITY 0.02 # Speed of ghost image scrolling (0.0 - ?.?) GHOST_IMAGE_SPEED 0.07 # ---------------------------------------------------------------------------- RENDER_VSYNC_EFFECT 0 # Probability of a vertical sync distortion (0.0 - 1.0) VSYNC_EFFECT_PROBABILITY 0.01 # Maximum effect of vertical sync distortion (0.0 - 1.0) VSYNC_EFFECT_MAX_OFFSET 0.15 # Min speed for vertical sync moving back to normal (0.0 - ?.?) VSYNC_EFFECT_MIN_SPEED 0.05 # Max speed for vertical sync moving back to normal (0.0 - ?.?) VSYNC_EFFECT_MAX_SPEED 0.08 # Render vertical sync bar scrolling through (during white noise intro)? RENDER_VSYNC_EFFECT_IN_INTRO 0 # ---------------------------------------------------------------------------- # [GK] bookend parameters BOOKEND_CUTSCENE_OBJECT A00_BookendA BOOKEND_CUTSCENE_ANIM EAT_BOOKEND_A BOOKEND_CUTSCENE_OFFSET 0.0, 0.0, 0.4 BOOKEND_EXECUTION_OBJECT A00_BookendB BOOKEND_EXECUTION_ANIM EAT_BOOKEND_A BOOKEND_EXECUTION_OFFSET 0.0, 0.0, 0.4 END # ---------------------------------------------------------------------------- # [GK] spotlight parameters for various spotlight classes RECORD SPOTLIGHT_PARAMS # which spotlight class: torch, entity (helicopter), scripted SPOT_CLASS torch # colour R, G, B, A SPOT_COL 0.7, 0.9, 1.0, 0.6 # beam opacity 0.0 transparent, 1.0 fully opaque SPOT_BEAM 0.15 # flare params min size, max size, offset SPOT_FLARE 0.3, 0.7, 0.0 END RECORD SPOTLIGHT_PARAMS # which spotlight class: torch, entity (helicopter), scripted SPOT_CLASS entity # colour R, G, B, A SPOT_COL 0.7, 0.9, 1.0, 0.6 # beam opacity 0.0 transparent, 1.0 fully opaque SPOT_BEAM 0.15 # flare params min size, max size, offset from light SPOT_FLARE 0.3, 0.7, 0.5 END RECORD SPOTLIGHT_PARAMS # which spotlight class: torch, entity (helicopter), scripted SPOT_CLASS scripted # colour R, G, B, A SPOT_COL 0.75, 0.85, 1.0, 0.6 # beam opacity 0.0 transparent, 1.0 fully opaque SPOT_BEAM 0.15 # flare params min size, max size, offset from light SPOT_FLARE 0.2, 0.6, 0.5 END # ---------------------------------------------------------------------------- # Collectable entity strobing and ghosting affects a la the title page text settings. # # Effects are measured with a probability and a time the effect is active; followed by parameters # unique to that particular effect. # # Probabilities are specified in relative units; ie given three probabilities of 3, 1 and 1 respectively, # the first probability has a 3 in (3+1+1) chance, or 60%. # # Times are measured as a random range between two values. # # First fx record: just render objects as normal RECORD COLLECTABLE_FX # Settings for the collectable being rendered normally; ie no special effects PROBABILITY 5 DURATION 0.2, 0.3 END # Second fx record: render duplicates in a blurry, near-object jitter pattern # Tze's note: shaky multiple ghosting effect. RECORD COLLECTABLE_FX # Settings for the collectable being duplicated with a ghostly, randomly-jittered copy. PROBABILITY 37 DURATION 0.1, 0.2 # Tze added this line to alpha the original out when the ghosts jitter. ORIGINAL_ALPHA 0.4, 0.5 # How many ghosts to render GHOSTS 3 # The random ranges of the alpha and x and y displacement JITTER_ALPHA 0.2, 0.45 JITTER_X -0.02, 0.02 JITTER_Y -0.01, 0.01 # Whether the jitter is uniformly scaled, or randomly chosen for x, y and z scale (non-zero for uniformly scaled). JITTER_SCALE_UNIFORM 0 # The range of jitter scaling (for uniform scales, the 'x' scale is used in all three ranges) JITTER_SCALE_X 0.95, 1.05 JITTER_SCALE_Y 0.95, 1.1 JITTER_SCALE_Z 0.95, 1.05 END # Third fx record: render a shifted version to the right # Tze's note: blink jump to the right. RECORD COLLECTABLE_FX PROBABILITY 7 DURATION 0.1, 0.12 ORIGINAL_ALPHA 0.4, 0.5 GHOSTS 2 JITTER_ALPHA 0.2, 0.30 JITTER_X 0.19, 0.24 JITTER_Y 0.01, -0.05 END # Fourth fx record: original version scaling and blinking # Tze's note: spirit horror effect. RECORD COLLECTABLE_FX PROBABILITY 41 DURATION 0.15, 0.3 # Hide the original; instead use a single ghost to replace the original with a freaked-out version HIDE_ORIGINAL 1 GHOSTS 1 JITTER_ALPHA 0.25, 1.0 JITTER_X -0.01, 0.007 JITTER_Y -0.01, 0.01 JITTER_SCALE_UNIFORM 1 JITTER_SCALE_X 1.07, 1.08 END RECORD COLLECTABLE_FX # Fifth fx record: for the collectable being offset, with alpha PROBABILITY 5 DURATION 0.2, 0.3 ORIGINAL_ALPHA 0.0, 0.1 GHOSTS 1 JITTER_ALPHA 0.3, 0.4 JITTER_X 0.09, 0.1 JITTER_Y 0.01, 0.0 END # Sixth fx record: render a shifted version to the left # Tze's note: blink jump to the left. RECORD COLLECTABLE_FX PROBABILITY 5 DURATION 0.1, 0.12 ORIGINAL_ALPHA 0.4, 0.5 GHOSTS 2 JITTER_ALPHA 0.2, 0.30 JITTER_X -0.19, -0.24 JITTER_Y 0.01, -0.05 END # End of collectable entity effects settings. # ---------------------------------------------------------------------------- # First fx record: just render objects as normal RECORD PED_FX # Settings for the ped being rendered normally; ie no special effects PROBABILITY 3 DURATION 0.2, 0.3 LIGHT 1 END # Second fx record: render duplicates in a blurry, near-object jitter pattern # Tze's note: shaky multiple ghosting effect. RECORD PED_FX # Settings for the ped being duplicated with a ghostly, randomly-jittered copy. PROBABILITY 37 DURATION 0.1, 0.2 # Tze added this line to alpha the original out when the ghosts jitter. ORIGINAL_ALPHA 0.4, 0.5 # How many ghosts to render GHOSTS 3 # The random ranges of the alpha and x and y displacement JITTER_ALPHA 0.05, 0.09 JITTER_X -0.02, 0.02 JITTER_Y -0.01, 0.01 # Whether the jitter is uniformly scaled, or randomly chosen for x, y and z scale (non-zero for uniformly scaled). JITTER_SCALE_UNIFORM 0 # The range of jitter scaling (for uniform scales, the 'x' scale is used in all three ranges) JITTER_SCALE_X 0.99, 1.01 JITTER_SCALE_Y 0.99, 1.01 JITTER_SCALE_Z 0.99, 1.01 LIGHT 1 END # Third fx record: render a shifted version to the right # Tze's note: blink jump to the right. RECORD PED_FX PROBABILITY 9 DURATION 0.1, 0.12 ORIGINAL_ALPHA 0.6, 0.7 GHOSTS 2 JITTER_ALPHA 0.05, 0.09 JITTER_X 0.19, 0.24 JITTER_Y 0.01, -0.05 LIGHT 1 END # Fourth fx record: original version scaling and blinking # Tze's note: spirit horror effect. RECORD PED_FX PROBABILITY 41 DURATION 0.15, 0.3 # Hide the original; instead use a single ghost to replace the original with a freaked-out version HIDE_ORIGINAL 1 GHOSTS 1 JITTER_ALPHA 0.05, 0.09 JITTER_X -0.01, 0.007 JITTER_Y -0.01, 0.01 JITTER_SCALE_UNIFORM 1 JITTER_SCALE_X 1.00, 1.01 LIGHT 1 END RECORD PED_FX # Fifth fx record: for the ped being offset, with alpha PROBABILITY 5 DURATION 0.2, 0.3 ORIGINAL_ALPHA 0.5, 0.6 GHOSTS 1 JITTER_ALPHA 0.05, 0.09 JITTER_X 0.09, 0.1 JITTER_Y 0.01, 0.0 LIGHT 1 END # Sixth fx record: render a shifted version to the left # Tze's note: blink jump to the left. RECORD PED_FX PROBABILITY 5 DURATION 0.1, 0.12 ORIGINAL_ALPHA 0.6, 0.7 GHOSTS 2 JITTER_ALPHA 0.05, 0.09 JITTER_X -0.19, -0.24 JITTER_Y 0.01, -0.05 LIGHT 1 END # End of ped entity effects settings. # ---------------------------------------------------------------------------- # Settings for the collectable being rendered normally; ie no special effects RECORD PLAYER_FX PROBABILITY 5 DURATION 0.2, 0.3 LIGHT 1 END # Spirit horror effect. RECORD PLAYER_FX PROBABILITY 10 DURATION 0.15, 0.3 # Hide the original; instead use a single ghost to replace the original with a freaked-out version HIDE_ORIGINAL 1 GHOSTS 1 JITTER_ALPHA 0.25, 1.0 JITTER_X -0.01, 0.007 JITTER_Y -0.01, 0.01 JITTER_SCALE_UNIFORM 1 JITTER_SCALE_X 1.07, 1.08 LIGHT 1 END