Color correction (entity)
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.
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.
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.
Note:Does not work properly in
, since Left 4 Dead 2 requires fog_volume to have working Color Correction which does not support fallofs. If set, the Color correction inside the fog_volume will not work at all
- 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.
Note:Does not work properly in
, since Left 4 Dead 2 requires fog_volume to have working Color Correction which does not support fallofs. If set, the Color correction inside the fog_volume will not work at all
- Maximum Weight (maxweight) ([todo internal name (i)]) <float>
- This is the maximum weight for this lookup.
Note:This value sets the strength of the color correction. 0,00 to 1,00
- Lookup Fade In Duration (fadeInDuration) ([todo internal name (i)]) <float>
- When the entity becomes
Enabled
, how long the effect takes to fade in. (In seconds)
- Lookup Fade out Duration (fadeOutDuration) ([todo internal name (i)]) <float>
- When the entity becomes
Disabled
, how long the effect takes to fade out. (In seconds)
- 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
)
- An exclusive
color_correction
entity disables and fades out all other color corrections when it is enabled. There should only be one active exclusivecolor_correction
ent at any time.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- SetFadeInDuration <float >
- Sets the Lookup Fade In Duration.
- SetFadeOutDuration <float >
- Sets the Lookup Fade out Duration.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.