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Believe it or not all of this is just text files, however there are a loooooooooot of them, one for each folder a texture is stored in fact
The game reads a file in your cfg folder called 'mtp.cfg' it uses that as a whitelist for enabling pyrovision shaders on that map. If the map filename is not defined in that cfg file then the game does not uses the shaders for that map, by default most of the maps in game are not specified in that config file and thus, the pyrovision shaders are not enabled on most maps, just the sounds/particles/and some misc things like ropes
Defining all the maps in the game in this config is only a fraction of the work that needs to be done though as there is another entire system to it. When the game checks for pyrovision stuff to enable on the maps the shader looks for a file in the Materials folder called 'replacements.txt' which is used to tell the shader which folders to look into for a 'replacements.vmt' which is a texture file that defines all the ways in which the shader should affect the world
Basically what I have to do is write a new replacements .vmt for every every folder each asset is stored in, so a map with custom textures and props which have custom file paths need their own special replacements.vmt to tell the shader what effect to apply on the texture or prop in game, maps that share a lot of textures and props with other maps need significantly less time to make compatiable, since most of the work was already done. Which is why the maps that have the shader enabled by default are all maps that share similar props and textures between them all.
Inside a replacements.vmt I define various 'templates' which are used for the various effects such as changing a wall to be blue or a sign to be a spiral. I then also define all the textures I want to have pyrovision shaders enabled on inside the material folder and pick and choose which 'template' I apply to them.
For an example here is the replacement.vmt for textures located in the pl_hoodoo folder:
There aren't many textures in the pl_hoodoo folder so this is a rather short example, however stuff like concrete, wood and others have a lot more textures associated with them plus there are many different files and sub files I have to do, upwards to 40+ for world textures and 34+ for model textures and counting, with an estimated 30K+ lines of code
All of this takes time, which is probably why Valve didn't want to support it afterwards as they had bigger fish to fry in terms of tf2 content at the time, however because these are simple text files it should be a rather easy implementation into the base game if they decide to use my fix as it is a easy as copy and paste
You can find a download for my mod here
https://tf2maps.net/downloads/sonos-pyroland-improvement-mod.15255/[/url] Hope this answers your question, if you have any more let me know
Hope this answers your question, if you have any more let me know!