It`s like I knew it before

FPSC Devs have forgotten half of the things I created for the "LightRay Mod" and just implemented them into their FPSC version. No Scripts inserted to the files etc.
I don't know if they even added the scripts I had in my version into the source code, but attached to this post you find the script files which should control the light rays.
"plrinzone_activatebloom" - If player walks into trigger zone, the bloom gets activated
"plrinzone_activatelightrays" - If player walks into trigger zone, the light rays get activated
(The corresponding "deactivate" scripts just deactivate the effect. You can have both effects active at runtime and the script control them individualy [just use posprocessing=4 in setup.ini]).
"plrinzone_deactivedebug" - Should be placed at player start for final game, as it deactivates the page up/down control to rotate the light rays in-game
"plrinzone_positionlightrays" - Changes the position of the lightrays based on the "lrayset=" vaule in the script. lrayset=0 should be straight up in the edior (not sure so, it's a long time)-
@cds1234:
I told in the forums many times, that I didn't like the way the light ray addition was handled by the developers. I offered help more than 1 time but noone asked and as I#m not part of the official team, I cannot commit my work into the official FPSC version. A shame I know, but no way to change it from my positon.
EDIT:
And it's still not really known that for the light rays you need to have a shader on every object in your scene and add a special renderpath to it like so:
Variable declaration:
float3 RenderColor = {0.0f,0.0f,0.0f};
Pixel Shader:
float4 PS_RenderColor(vertexOutput IN) : COLOR
{
return float4(RenderColor,tex2D(DiffuseSampler,IN.TexCoord.xy).w);
}
Render technique:
technique RenderColor
{
pass p1
{
// lighting
Lighting = FALSE;
FogEnable = FALSE;
// samplers
//Sampler[0] = (LightmapSampler);
//Sampler[1] = (DiffuseSampler);
//Sampler[2] = (IllSpecSampler);
//Sampler[3] = (NormalSampler);
// shaders
VertexShader = compile vs_2_0 mainVS();
pixelShader = compile ps_1_1 PS_RenderColor();
}
}
If you don't understand what I'm talking about, a while back I created a video for this basics. You can find it here:
http://www.youtube.com/watch?v=T-NLKjLPC8k&feature=plcp