Something you could easily do is just export the tags, add blank tag block fields (eg, their name plus zero count) for those 4 new tag blocks, then reimport. vola
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Something you could easily do is just export the tags, add blank tag block fields (eg, their name plus zero count) for those 4 new tag blocks, then reimport. vola
That works ok for all the basic tag fields but it doesn't export the text/binary data. Shouldn't be a problem tbh, as long as the shader hlsl code is backed up somewhere.
Update 06\02\10
New build with stuff in it :neckbeard:.
>>Download<<
Changed:
- Error messages when loading shaders will now only show in devmode.
- The base post process code is now a bit more generic, with the motion blur and internal/external shader systems acting more like add ons.
Added:
- New fields have been added to the shader_post_process and instance tag to allow setting of float2/3/4's in the tag.
- Now that custom functions are working i've added 5 new ones. Although sapien crashes when compiling scripts while custom functions are present, so no real use yet.
- The shader version of every shader is now checked, so that if an effect uses a shader version beyond what the graphics card supports it won't be used.
- Internal effects can now be faded in and out with the new functions mentioned previously.
- Dynamic floats can now be a random value.
Fixed:
- Zoom and vehicle restrictions for internal shaders are now implimented.
- Black screening now only occurs for shaders using render point 4 (post menu). Might end up just removing this render point.
I've messed around with the motion blur, in the hope that it will now work for those who had problems previously so i'd like to know if that problem still occurs.
The new functions that have been added are as follows:
- pp_set_effect_active - Turns an effect on or off.
- pp_set_effect_fade - Sets an effects fade amount. Can be set to fade over time.
- pp_get_effect_index_by_name - Get the index of an effect by searching for its name. Case sensitive.
- pp_get_effect_current_fade - Gets the current fade amount of an effect.
- pp_get_effect_is_valid - returns true if an effect is ok to use, otherwise false.
The included damnation_pp now has an effect called "Red Pain" which is disabled by default, and will be disabled when zoomed or in a vehicle. Other effects will be disabled when in a vehicle. Just there to play around with the new functions and restrictions.
Someone should just make an external hs compiler that checks for syntax or has an external definitions file.
You seem to have linked to the usertool zip file FireScythe.
Whoops, so I did. Fixed.
Motion blur still gives me a black screen, and I had to remove my old yelo settings files after installing the new version because Halo kept exceptioning on startup.
I also get the black screen, but I found out I can just press F7 then bring up the FOV changer and it goes back to normal.