KF Turn Off Bloom

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Skell

Active member
Mar 21, 2013
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Given ForrestMark's post here:
This is still probably old or solved already but there's code that can be added into weapons to prevent problems with bUseStencil and scripted textures

Code:
simulated event RenderTexture(ScriptedTexture Tex)
{
    local RenderDevice rDev;
    local string sInitVal;

    // Lovely hack for scripted textures :)
    rDev = GameEngine(FindObject("Package.GameEngine", Class'GameEngine')).GRenDev;

    sInitVal = rDev.GetPropertyText("UseStencil");
    rDev.SetPropertyText("UseStencil", "False");

    // Draw stuff

    rDev.SetPropertyText("UseStencil", sInitVal);
}
Is this also possible to use for bloom? I'm working on a mutator that changes zed's appearances and I'm wondering if this would work for bloom as well?