Vision Files
Vision files can be used in GSC to adjust post-processing
Color Correction
Static Overlays
Overlays are optional, you can skip this step if you'd like
- In APE, create a new
Material for your overlay texture
- Then add your image
- Add a normal map if you want your overlay to refract light
- Add a
postfxbundle to your GDT and add your material
Animated Overlays
Overlays are optional, you can skip this step if you'd like
- In APE, create a new
Material for your overlay texture
- Then add an aberration mask
and adjust the Aberration values
- Add a normal map if you want your overlay to refract light
- Add a warp mask
- Add a sprite sheet as the color map
Then enter the number of rows and columns in your sprite sheet color map and set flipbook time to animation duration divided by total number of frames
- Add a
postfxbundle to your GDT and add your material
Add To Script
- At the top of your
.gsc, add:
#using scripts\shared\visionset_mgr_shared;
#using scripts\shared\system_shared;
- Then in your
init function, add:
visionset_mgr::register_info("visionset", VISIONSET_NAME, VERSION, PRIORITY, LERP_STEP_COUNT, SHOULD_ACTIVATE_PER_PLAYER);
visionset_mgr::register_info("overlay", POSTFX_NAME, VERSION, PRIORITY, LERP_STEP_COUNT, SHOULD_ACTIVATE_PER_PLAYER);
and replace the values
- Now, wherever you want to activate a visionset, add:
visionset_mgr::activate("visionset", VISIONSET_NAME, player);
visionset_mgr::activate("overlay", POSTFX_NAME, player);
and wherever you want to deactivate a visionset, add:
visionset_mgr::deactivate("visionset", VISIONSET_NAME, player);
visionset_mgr::deactivate("overlay", POSTFX_NAME, player);
- At the top of your
.csc, add:
#using scripts\shared\visionset_mgr_shared;
#using scripts\shared\system_shared;
- Then in your
init function, add:
visionset_mgr::register_visionset_info(VISIONSET_NAME, VERSION, LERP_STEP_COUNT, VISIONSET_FROM, VISIONSET_TO);
visionset_mgr::register_overlay_info_style_postfx_bundle(POSTFX_NAME, VERSION, LERP_STEP_COUNT, BUNDLE, DURATION);
and replace the values
- Add to your map
zone file:
rawfile,vision/VISION_FILE
scriptbundle,BUNDLE
Replace VISION_FILE with the name of your .vision file you created earlier, and BUNDLE with the name of your postfxbundle in APE