Color correction volume

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Template:Base brush A color correction lookup table is faded in or out when a player enters or leaves its volume. Fade time is configurable.

Note.pngNote:If a color_correction entity has a value of -1 in both lookup falloff start and end distance, and is active as soon as you spawn, then enable that entity's "Master" flag. All other color_correction entities must be set to "StartDisabled" as seen in their keyvalues for this to work correctly.
Warning.pngWarning:This entity affects all players connected in multiplayer even if only one entity comes in contact with it in all games except for Left 4 Dead 2 Left 4 Dead 2.
PlacementTip.pngWorkaround:Parent and teleport a color_correction to the player with a small radius the moment the player comes in contact with a trigger_multiple. The color correction will fade in when this entity is teleported to the player. You can then teleport this entity away when the player leaves the trigger volume
C++ In code, it is represented by theCColorCorrectionVolumeclass, defined in thecolorcorrectionvolume.cppfile.

Keyvalues

Lookup Fade Duration (fadeDuration) <float>
How fast the effect fades in or out when the viewer enters or exits.
Maximum Weight (maxweight) <float>
This is the maximum weight for this lookup.[Clarify]
Lookup Table Filename (filename) <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
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

EnableDisable:

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

See Also