Color correction (entity)

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Revision as of 08:31, 22 September 2018 by Pinsplash (talk | contribs) (added one last keyvalue from l4d)
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Color correction.png

Template:Base point It loads a color correction lookup table (.raw) and controls its strength. Correction is applied in a sphere surrounding the entity, with a configurable amount of falloff.

Left 4 Dead seriesLeft 4 Dead series In Left 4 Dead and Left 4 Dead 2, this entity will behave like the color_correction in previous Source-based games if there is at least one fog_volume brush entity textured with the fogvolume material. The flags Master and Simulate client-side must be checked in the main color_correction entity. There can only be one master color_correction. It is recommended that the other color_correction entities be triggered with fog_volume with an override of the master. The override is done by setting the fog_volume entity property called ColorCorrection Name to a color_correction targetname of your choice.

Icon-Bug.pngBug:In Team Fortress 2, color_correction causes control point HUD icons to display improperly. (example).  [todo tested in ?]
C++ In code, it is represented by theCColorCorrectionclass, defined in thecolorcorrection.cppfile.

Flags

  • 1: Master (Default color correction when used with L4D fog_volume) Template:L4D add
  • 2: Simulate client-side (Must be set when used with L4D fog_volume) Template:L4D add

Keyvalues

Lookup Falloff Start Distance (minfalloff) ([todo internal name (i)]) <float>
Within this range to the entity, the effect will be at full strength. If this is larger than the End Distance, the effect will apply to the entire map.
Lookup Falloff End Distance (maxfalloff) ([todo internal name (i)]) <float>
Maximum distance from the entity that the effect is applied. At this distance, the effect is barely apparent but will strengthen as the viewer approaches the Start Distance.
Maximum Weight (maxweight) ([todo internal name (i)]) <float>
This is the maximum weight for this lookup.[Clarify]
Lookup Fade In Duration (fadeInDuration) ([todo internal name (i)]) <float>
When the entity becomes Enabled, how long the effect takes to fade in.
Lookup Fade out Duration (fadeOutDuration) ([todo internal name (i)]) <float>
When the entity becomes Disabled, how long the effect takes to fade out.
Lookup Table Filename (filename) ([todo internal name (i)]) <string>
Pathfile from the mod folder to the .raw to reference. For info on making a file, see color correction. Example path for a file in the hl2 materials folder: materials/colorcorrection.raw
Exclusive (exclusive) ([todo internal name (i)]) <boolean> (in all games since Left 4 Dead)
An exclusive color_correction entity disables and fades out all other color corrections when it is enabled. There should only be one active exclusive color_correction ent at any time.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Inputs

SetFadeInDuration <floatRedirectInput/float>
Sets the Lookup Fade In Duration.
SetFadeOutDuration <floatRedirectInput/float>
Sets the Lookup Fade out Duration.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


See Also