Color correction (entity)

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Revision as of 13:21, 4 November 2019 by MrFunreal (talk | contribs) (→‎Keyvalues: clarified the maxweight string and added info for L4D2 usage. Possible csgo usage aswell, i have not tested this yet.)
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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.
Note.pngNote:Does not work properly in Left 4 Dead 2, 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.pngNote:Does not work properly in Left 4 Dead 2, 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.pngNote: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 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

See Also