Easy Open and stop HDR and LightRays in Option!
by Szzg007 · in Torque 3D Professional · 05/27/2009 (11:02 pm) · 27 replies
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this is easy add Enable LightRays and HDR to game Options.
1.copy optionsDlg.cs to
~game//core//scripts//gui
2.copy prefs.cs to
~game//scripts//client
3.copy postFx.cs and defaults.cs to
~game//core//scripts//client
4.copy optionsDlg.gui to
~game//core//art//gui
hope you like.
if you don't see chinese. so


Download Click Here
this is easy add Enable LightRays and HDR to game Options.
1.copy optionsDlg.cs to
~game//core//scripts//gui
2.copy prefs.cs to
~game//scripts//client
3.copy postFx.cs and defaults.cs to
~game//core//scripts//client
4.copy optionsDlg.gui to
~game//core//art//gui
hope you like.
if you don't see chinese. so

About the author
http://www.szzg007.com http://www.951gl.com/kits/index_store.html
#2
05/27/2009 (11:56 pm)
I'm scared to click that link. ;)
#3
05/28/2009 (12:05 am)
link is good
#4
FIX:
add
replace
replace
and it works
05/28/2009 (1:53 am)
there are some typo's, and there is no optionsDlg.gui entry for the buttons.FIX:
add
new GuiCheckBoxCtrl(optLightRayFXToggle) {
canSaveDynamicFields = "0";
isContainer = "0";
Profile = "GuiCheckBoxProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "91 26";
Extent = "140 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Lightray FX";
groupNum = "-1";
buttonType = "ToggleButton";
useMouseEvents = "0";
useInactiveState = "0";
};
new GuiCheckBoxCtrl(OptHDRFXToggle) {
canSaveDynamicFields = "0";
isContainer = "0";
Profile = "GuiCheckBoxProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "226 26";
Extent = "140 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "HDR FX";
groupNum = "-1";
buttonType = "ToggleButton";
useMouseEvents = "0";
useInactiveState = "0";
};to the optionsDlg.gui,replace
OptHDRFX.setStateOn(HDRPostFX.isEnable()); optLightRayFX.setStateOn(LightRayPostFX.isEnable());with
OptHDRFXToggle.setStateOn(HDRPostFX.isEnabled()); optLightRayFXToggle.setStateOn(LightRayPostFX.isEnabled());in optionsDlg.cs
replace
function OptHDRFX::onAction(%this)and
function OptLightRayFX::onAction(%this)with
function OptHDRFXToggle::onAction(%this)and
function OptLightRayFXToggle::onAction(%this)in the same file,
and it works
#5
05/28/2009 (7:20 am)
thanks friend... ;-)
#6
06/11/2009 (12:11 am)
我说句话,让他们都看不懂,哈哈
#7
06/11/2009 (3:41 am)
天哪可以输入中文了么?太强了GG
#8
06/11/2009 (4:19 am)
Thanks!
#9
With the PostEffect's in general... sometimes they are a "game player" setting and other times they are defined by the game developer (you guys) and don't belong in an options dialog.
Worse you sometimes have effects you want to trigger dynamically during your game.
So we're trying to come up with a plan to deal with all these cases in a reasonable manner.
Suggestions are welcome. :)
06/11/2009 (5:22 am)
We're still internally working out how to expose those.With the PostEffect's in general... sometimes they are a "game player" setting and other times they are defined by the game developer (you guys) and don't belong in an options dialog.
Worse you sometimes have effects you want to trigger dynamically during your game.
So we're trying to come up with a plan to deal with all these cases in a reasonable manner.
Suggestions are welcome. :)
#10
As an extra aside theres a whole set of game where too many options are hidden from gamers and this i personally find frustrating while playing a game, silverfall springs to mind as about the worst.
But settings for visible distance, a global replicator/groundcover range setting would be nice, something i can adjust on the fly to create a set of 'recommended settings for various graphics cards.
And since i dont remotely understand lighting.. in either basic or advanced form a list of things to turn on and off would help me personally, as well as the varying shadow effects used by the engine, especially since shadows contribute to around 70% of my poly count in daytime missions
06/11/2009 (5:35 am)
i would rather have everything i can get on a dialog box at this point and the disable stuff i really dont want ganers to get.As an extra aside theres a whole set of game where too many options are hidden from gamers and this i personally find frustrating while playing a game, silverfall springs to mind as about the worst.
But settings for visible distance, a global replicator/groundcover range setting would be nice, something i can adjust on the fly to create a set of 'recommended settings for various graphics cards.
And since i dont remotely understand lighting.. in either basic or advanced form a list of things to turn on and off would help me personally, as well as the varying shadow effects used by the engine, especially since shadows contribute to around 70% of my poly count in daytime missions
#11
06/11/2009 (6:04 am)
Thanks to TOM Spilman and Bloodknight., this is a good suggestion. But. I also hope that more of the features in the engine of our open. It should not be hidden. This study and the use of engines for the inconvenience.
#12
Another example: you can use a postEffect to make the screen fade to black/white for scene transitions.
Sometimes there are effects that are crucial to the gameplay. In Tomb Raider Underworld there's a puzzle that involves rotating some pieces so that the shadows they cast match. Even if you have shadows disabled in the options, that specific light always have shadows on.
In short, having something that automatically adds all post effects to the options dialog is problematic. Some effects might be not supposed to be turned off, some effects might be created dynamically (they're script objects and can be created/destroyed at any time), so the options would either list them "sometimes" or not at all, some effects might be have multiple versions that would be better chosen via a drop-down (ex: low/high) and there's the possibility of the options dialog breaking apart if there are too many effects.
So, it should be up to each one to add or not their custom post effects to the options (or have their own custom options screens altogether).
But the lightRays should be there, yeah.
06/11/2009 (6:12 am)
What Tom meant is that Post effects might not be only eye-candy. For example, let's say your game has a single cutscene that shows an very old film. You'll need, for that single cutscene, as post effect that makes the screen grayscale and adds some random film grain and scratches. That kind of thing isn't supposed to go into the options.Another example: you can use a postEffect to make the screen fade to black/white for scene transitions.
Sometimes there are effects that are crucial to the gameplay. In Tomb Raider Underworld there's a puzzle that involves rotating some pieces so that the shadows they cast match. Even if you have shadows disabled in the options, that specific light always have shadows on.
In short, having something that automatically adds all post effects to the options dialog is problematic. Some effects might be not supposed to be turned off, some effects might be created dynamically (they're script objects and can be created/destroyed at any time), so the options would either list them "sometimes" or not at all, some effects might be have multiple versions that would be better chosen via a drop-down (ex: low/high) and there's the possibility of the options dialog breaking apart if there are too many effects.
So, it should be up to each one to add or not their custom post effects to the options (or have their own custom options screens altogether).
But the lightRays should be there, yeah.
#13
06/11/2009 (6:40 am)
@Zhitao: some are certainly able to understand you ^_-
#16
In script you as the developer can define what high/medium/low graphics quality means to your game in detail. You would change all the prefs and settings as you see fit.
In addition we would have a "Advanced" settings dialogs where we could expose things in more detail, but i think we need to allow it to be easy to extend and modifiy... maybe make it inspector based in some way.
Anyway... its an area of Torque that has needed some improvements for a long while.
06/11/2009 (9:33 am)
Not sure if we still have it on the schedule, but the plan was to rework the existing options dialog to be a better default for gamer settings. First with very simple settings like .... graphics quality: high/medium/low.In script you as the developer can define what high/medium/low graphics quality means to your game in detail. You would change all the prefs and settings as you see fit.
In addition we would have a "Advanced" settings dialogs where we could expose things in more detail, but i think we need to allow it to be easy to extend and modifiy... maybe make it inspector based in some way.
Anyway... its an area of Torque that has needed some improvements for a long while.
#17
Yes. I think this is good news. We should have a more detailed settings menu. To allow users to easily start the engine to stop the effect. In particular: the game should also be editing the material in some types of materials and the use of formal means to specify general.
06/11/2009 (9:47 am)
@Tom Spilman.Yes. I think this is good news. We should have a more detailed settings menu. To allow users to easily start the engine to stop the effect. In particular: the game should also be editing the material in some types of materials and the use of formal means to specify general.
#18
Actually, I think it can be done entirely via script, without breaking the current $pref:: variables scattered all over the source.
06/11/2009 (10:26 am)
Low/medium/high presets (something I had to do manually in almost all my past projects) and inspector-style would be awesome.Actually, I think it can be done entirely via script, without breaking the current $pref:: variables scattered all over the source.
#20
06/11/2009 (6:16 pm)
@Frank Bignone,Welcome to Beijing. Can you speak Chinese? With Beijing, the old saying:I would like to invite you to have a meal with me.
Torque Owner deepscratch
DeepScratchStudios
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