This tool is outdated, use this instead: https://sfmlab.com/item/3321/
Nice work, especially with getting custom theming to work out! I didn't get to try it in action yet, but looking at the code, I noticed two things: 1) You search for the mute button by checking the tooltip. If you associate a hotkey to mute, the tooltip changes to "Mute (Ctrl+Alt+M)" or whatever. So you may want to replace an equality check with a contains check (I'd suggest a regex just to make sure). 2) You mix tabs and spaces a lot. And your indentation is pretty inconsistent as well. Might wanna fix that, by running a linter over it! :)
@Mr.Below_averag I tried with the _sfm.bsp version and it worked fine. No lighting, and map didn't move at all (I placed a scene camera in the original map, then switched maps, camera stayed in the same place).
@Wee@booman I need more info to help you out.
@SergeantSky Thanks for letting me know, I updated the program to fix this issue. :) Download the newest version and try it again! The filename will not end with "_nolights" anymore (because the name was too long for SFM), seems like for your map it is only "_noli.bsp"...
@Mr.Below_averag Try to open the regular (lit) version of the map. Position the scene camera or work camera in a good spot. Then unload map, and load the unlit version of the map. Then you should hopefully see something when unticking "enable lighting", since the maps should be the same other than lighting. If it still doesn't work, let me know which map you're attempting and I'll look into it.
@Wooshi3 Open the Light Deleter folder, shift right-click the folder background without having anything selected, click on something like open command-prompt / open in powershell. Now you can type in the exe name like in the description. Also, the day/night transition needs to be done yourself, using animation set lights in SFM...
@Mr.Below_averag Right-click the viewport, and untick "Enable Lighting". Then you can see the map. Move the work camera / scene camera *into* the map (so you aren't outside of the skybox), and then tick "Enable Lighting" again and you can place lights without everything turning white.
@JackXking1 Hey, I re-released it over here - hope you have better luck getting it working: https://sfmlab.com/item/3321/
@YoruichiSama It works exactly like the Render Settings overrides. So it will change in real time not only for movies, but also for poster renders and even for the viewport preview!
@Pyrtov Setup indeed is a bit annoying, but that's the nature of the shader (and my python skills, as well)... Regarding transparency, I believe it was simply using $alpha 0 (or maybe $cloakfactor 1, I don't really remember) and the flesh effect to make the model appear.
You can't really use transparency on the interior texture, since the shader simply renders a second pass over your VertexLitGeneric (and the alpha channel works as a mask), so turning your base model transparent is the only way to go in this case.
@bombernick Read the description, it's all documented there.
@dangerousDoc Without your base script, this script wouldn't exist, so thanks a lot for your research and work there! If you really want to mess with it or fix stuff about it, go for it! :D
@taketwotako It's basically a script to help using the $flesh shader parameters. It was used in HL2EP2 for a cutscene, but can be reused for the stuff you're seeing in the pics, like X-Ray effects or material transitions.