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FPSC Classic Product Chat / Easiest way to handle a post process situation

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cds1234
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Joined: 30th Apr 2011
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Posted: 27th Nov 2011 12:39
Hi there,
So, the new screen shaders are incredible and exactly what I needed for inspiration!
One question;
What is the easiest to disable post processing just for full levels that need better cpu performance.
I understand using trigger zones for turning an effect on But, what is easiest command usage to have none at all for an entire level?
Thanks!
uzi idiot
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Posted: 27th Nov 2011 13:19
In the 1.19 betas there is a script in posteffects called none.fpi


Mental Stability is over-rated!
cds1234
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Posted: 27th Nov 2011 13:22
Hi there,
Yes, I saw that, but wouldn't it require placing trigger zones all over the map? Or, is it the easiest way to implement- perhaps huge zones to cover map levels? Just figured might be a way to disable full level with a singla line but not sure best way.
Thanks.
uzi idiot
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Posted: 27th Nov 2011 13:41
Try this script. It should automatically disable Post Processing



Mental Stability is over-rated!
raymondlee306
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Location: Ohio
Posted: 27th Nov 2011 16:47
If you just want to disable them completely then after you build the game you can open the setup file in the folder with the game icon and change the post process and blossershaders from one to zero.
rolfy
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Posted: 27th Nov 2011 18:38 Edited at: 27th Nov 2011 18:42
Try this script in any levels which require no post processing, it dont matter the size of the marker zone.


cds1234
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Posted: 27th Nov 2011 21:18
Thanks so much uzi & rolfy,
that is exactly what I needed!
bond1
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Posted: 29th Nov 2011 07:28 Edited at: 29th Nov 2011 07:33
Actually uzi's script is the way to do it. Rolfy's script will CONTINUOUSLY load the "none.fx" shader, which will eventually overload the cpu and drag your framerate down to a standstill.

You only need to set the postprocessing to "none" ONCE, then move to a new state to prevent it from loading the same effect over and over again. Just use a trigger zone, a single trigger zone is all you need, or preload the effect by inserting the command in the "setuplevel.fpi" script.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
rolfy
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Posted: 29th Nov 2011 08:36
I wasn't sure about the need to move to a different state, my bad
I was wondering though if inserting the command in the setuplevel.fpi, if post shaders used between levels, then say level 3 would require that a new script of none.fx if not using shaders again or if the setuplevel.fpi is defaulted to throughout.

cds1234
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Posted: 30th Nov 2011 13:23
I discovered the 'use it once' after a few hours of testing. I appreciate all of the feedback here. Yes, it does do a continuous loop until dragging the system down, so the singl 'none' works fine. I had noticed that using a trigger makes it to where you see the post process turn off, but as bond says, I can just use it in the setuplevel- just never occured to me! Thanks again everyone!

and by the way, they look so amazing!

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