Natural Selection 2 Guide

Alien Vision Changes for 325 for Natural Selection 2

Alien Vision Changes for 325

Overview

https://steamcommunity.com/sharedfiles/filedetails/?id=122760829 see this guide for how to setup modifications for Alien VisionsThis guide details the changes made in 325 for Alien VisionEntities are now able to be distinguished individually.The new changes are as follows:

BaseModelMixin Changes

* Marines Players are now set to a depth.g of 1
* Marine Structures have a depth.g of 0.98
* Alien Players are 0.96 (excluding Gorges and Babblers)
* Gorges are now 0.94
* All other entities (Alien Structures) now have a depth.g of 0.90
These changes can be found in core/lua/Mixins/BaseModelMixin.lua
What this file does is specifies the depth.g of the different entities, as well as adds a functions BaseModelMixin:GetIsHighlightEnabled()
This function allows you to do modifications such as the following

RifleHooked.lua function Rifle:GetIsHighlightEnabled() return 0.88 end

The above code can used with the file hooks system to allow for client side modifications of Alien Vision.

DarkVision.hlsl Changes

if ( depth1.g > 0.99 ) // marines 1 { return lerp(inputPixel, edgeColorOrange * edge, (0.45 + edge) * amount); } else if ( depth1.g > 0.96 ) // marine structures 0.98 { return saturate( inputPixel + edgeColorDarkBlue * 0.075 * amount * edge ); } else if ( depth1.g > 0.94 ) // alien players 0.96 { float4 edgeColor=edgeColorGreen*clamp((fadeout*5),0.05, 0.02); return lerp(inputPixel, max(inputPixel*baseColor,edge*edgeColor), 0.4); } else if ( depth1.g > 0.92 ) // gorges 0.94 { return saturate( inputPixel + edgeColorGreen * 0.035 * amount * edge ); } else { // targets and world ents 0.9 return saturate( inputPixel + edgeColorGreen * 0.1 * amount * edge ); }

For any custom additions you make with GetIsHighlightEnabled(), you add a case in DarkVision in the series of if statements above. For example, if we wanted to add a custom case for the rifle, we could do the below code

else if ( depth1.g > 0.87 ) // rifle 0.88 { return saturate( inputPixel + edgeColorPurple * 0.035 * amount * edge ); }
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