[postprocess_base] pp_eff_name = radiation.ppe duality_h = .015 duality_v = .015 blur = 1 gray = .0 noise = .01 noise_scale = 1 noise_color = 255,255,255,70 [postprocess_anomaly] pp_eff_name = radiation.ppe duality_h = 0 duality_v = 0 blur = 1 gray = .7 ;.9 noise = .2 ;.5 noise_scale = 1 noise_color = 155,155,155,70 ;------------------------------------------------------------------------------- ; New zone postprocess ;------------------------------------------------------------------------------- [postprocess_steam_mine] pp_eff_cyclic = 1 pp_eff_overlap = true pp_eff_name = steam_mine.ppe radius_min = 0.7 radius_max = 1.0 [postprocess_acidic] pp_eff_cyclic = 1 pp_eff_overlap = true pp_eff_name = acidic.ppe radius_min = 0.3 radius_max = 1.0 [postprocess_acidic_mine] pp_eff_cyclic = 1 pp_eff_overlap = true pp_eff_name = acidic_mine.ppe radius_min = 0.7 radius_max = 1.0 [postprocess_thermal] pp_eff_cyclic = 1 pp_eff_overlap = true pp_eff_name = thermal.ppe radius_min = 0.3 radius_max = 1.0 [postprocess_thermal_mine] pp_eff_cyclic = 1 pp_eff_overlap = true pp_eff_name = thermal_mine.ppe radius_min = 0.7 radius_max = 1.0 [postprocess_rad] pp_eff_cyclic = 1 pp_eff_overlap = true pp_eff_name = radiation.ppe radius_min = 0.3 radius_max = 1.0 [postprocess_psi] pp_eff_cyclic = 1 pp_eff_overlap = true pp_eff_name = psi.ppe radius_min = 0.3 radius_max = 1.0 [psy_antenna] pp_eff_name = psi.ppe pp_eff_cyclic = 1 pp_eff_overlap = true radius_min = 0.3 radius_max = 1.0 [postprocess_death] pp_eff_name = death.ppe radius_min = 0.5 radius_max = 1.1 [postprocess_flame] pp_eff_name = flame.ppe radius_min = 0.5 radius_max = 0.8 [postprocess_fuzz] pp_eff_name = fuzz.ppe radius_min = 0.5 radius_max = 0.8 [postprocess_gravi] pp_eff_name = gravi.ppe radius_min = 0.8 radius_max = 1.4 [postprocess_gravi_mine] pp_eff_name = gravi_mine.ppe radius_min = 0.7 radius_max = 1.0 [postprocess_electra] pp_eff_name = electra.ppe radius_min = 0.5 radius_max = 0.9 [postprocess_electra_mine] pp_eff_name = electra_mine.ppe radius_min = 0.3 radius_max = 1.0 [mosquito_bald] pp_eff_name = mosquito_bald.ppe radius_min = 0.2 radius_max = 2.7 [postprocess_gas] pp_eff_name = alcohol.ppe radius_min = 0.3 radius_max = 1.0 [postprocess_new] pp_eff_name = radiation.ppe radius_min = 0.5 radius_max = 1.1 ;------------------------------------------------------------------------------- [effector_alcohol] pp_eff_name = alcohol.ppe pp_eff_cyclic = 1 pp_eff_overlap = true cam_eff_name = camera_effects\drunk.anm cam_eff_cyclic = 1 [alcohol] pp_eff_name = alcohol.ppe pp_eff_overlap = true pp_eff_cyclic = 0 cam_eff_name = camera_effects\drunk.anm cam_eff_cyclic = 0 radius_min = 0.7 radius_max = 1.1 [effector_explode_hit] cam_eff_cyclic = 0 cam_eff_name = camera_effects\shell_shock.anm cam_eff_hud_affect = true [effector_fire_hit] pp_eff_name = fire_hit.ppe pp_eff_cyclic = 0 pp_eff_overlap = true cam_eff_cyclic = 0 [effector_fire_hit_0]:effector_fire_hit cam_eff_name = camera_effects\hit_front.anm [effector_fire_hit_1]:effector_fire_hit cam_eff_name = camera_effects\hit_right.anm [effector_fire_hit_2]:effector_fire_hit cam_eff_name = camera_effects\hit_back.anm [effector_fire_hit_3]:effector_fire_hit cam_eff_name = camera_effects\hit_left.anm [effector_fire_hit_4]:effector_fire_hit cam_eff_name = camera_effects\hit_front_left.anm [effector_fire_hit_5]:effector_fire_hit cam_eff_name = camera_effects\hit_back_left.anm [effector_fire_hit_6]:effector_fire_hit cam_eff_name = camera_effects\hit_front_right.anm [effector_fire_hit_7]:effector_fire_hit cam_eff_name = camera_effects\hit_back_right.anm [snd_shock_effector] ;pp_eff_name = duality_circle.ppe pp_eff_name = snd_shock.ppe pp_eff_overlap = true pp_eff_cyclic = 1 [effector_controller_aura] pp_eff_name = controller_hit.ppe pp_eff_overlap = true pp_eff_cyclic = 0 [effector_blink_black] pp_eff_name = blink_black.ppe pp_eff_cyclic = 0 pp_eff_overlap = true [effector_controller_aura2]:effector_alcohol pp_eff_cyclic = 0 cam_eff_cyclic = 0 [effector_monster_hit] ;pp_eff_name = fire_hit.ppe ; no postprocess ;pp_eff_cyclic = 0 cam_eff_cyclic = 0 [effector_monster_hit_0]:effector_monster_hit cam_eff_name = camera_effects\hit_front.anm [effector_monster_hit_1]:effector_monster_hit cam_eff_name = camera_effects\hit_right.anm [effector_monster_hit_2]:effector_monster_hit cam_eff_name = camera_effects\hit_back.anm [effector_monster_hit_3]:effector_monster_hit cam_eff_name = camera_effects\hit_left.anm [effector_monster_hit_4]:effector_monster_hit cam_eff_name = camera_effects\hit_front_left.anm [effector_monster_hit_5]:effector_monster_hit cam_eff_name = camera_effects\hit_back_left.anm [effector_monster_hit_6]:effector_monster_hit cam_eff_name = camera_effects\hit_front_right.anm [effector_monster_hit_7]:effector_monster_hit cam_eff_name = camera_effects\hit_back_right.anm ;------------------------------------------------------------------------------- ; Nightvision postprocess ;------------------------------------------------------------------------------- [effector_nightvision_1] pp_eff_name = nightvision_1.ppe pp_eff_overlap = false pp_eff_cyclic = 1 [effector_nightvision_2] pp_eff_name = nightvision_2.ppe pp_eff_cyclic = 1 pp_eff_overlap = false [effector_nightvision_3] pp_eff_name = nightvision_3.ppe pp_eff_cyclic = 1 pp_eff_overlap = false ;------------------------------------------------------------------------------- ; Детект нас полтергейстами ;------------------------------------------------------------------------------- [poltergeist_detection_effector] pp_eff_name = poltergeist_scan.ppe pp_eff_cyclic = 1 pp_eff_overlap = true ;------------------------------------------------------------------------------- [_actor_death_effector] pp_eff_name = actor_death.ppe pp_eff_cyclic = 0 pp_eff_overlap = true cam_eff_name = camera_effects\drunk.anm cam_eff_cyclic = 1 snd = characters_voice\human_01\dolg\help\wounded_heavy\help_8 [brighten] pp_eff_name = brighten.ppe pp_eff_cyclic = 1 pp_eff_overlap = true ;------------------------------------------------------------------------------- ; Fade ;------------------------------------------------------------------------------- [fade_in] pp_eff_name = fade_in.ppe pp_eff_cyclic = 0 pp_eff_overlap = false [fade_in_out] pp_eff_name = fade_in_out.ppe pp_eff_cyclic = 0 pp_eff_overlap = false [black] pp_eff_name = black.ppe pp_eff_cyclic = 1 pp_eff_overlap = false [blink] pp_eff_name = blink.ppe pp_eff_cyclic = 0 pp_eff_overlap = false [fade_to_black_9_sec] pp_eff_name = fade_to_black_9_sec.ppe pp_eff_cyclic = 0 pp_eff_overlap = false [agr_u_fade] pp_eff_name = agr_u_fade.ppe pp_eff_cyclic = 0 pp_eff_overlap = false ;------------------------------------------------------------------------------- ; Brain Scorcher ;------------------------------------------------------------------------------- [effector_radar_stop] ;pp_eff_name = radar_stop.ppe ;pp_eff_cyclic = 0 cam_eff_name = camera_effects\radar_stop.anm cam_eff_cyclic = 0 ;Eugenium Hazardous Anomalies [postprocess_orange] pp_eff_name = mine_orange.ppe radius_min = 0.3 radius_max = 1.0 ;----------------------------------------- [extra_controller] pp_eff_name = psychic.ppe pp_eff_cyclic = 1 pp_eff_overlap = true radius_min = 0.3 radius_max = 1.0 [anti_aim_effector] cam_eff_name = camera_effects\pripyat_horror.anm cam_eff_cyclic = 0