Difference between revisions of "Color correction:zh-cn"

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(Created page with "调色实体在source引擎中的表现 :''对于调色(色彩校正)实体,详见color_correction...")
 
 
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{{lang|Color_correction}}
 
[[Image:Colorcorrection13wm.jpg|thumb|调色实体在source引擎中的表现]]
 
[[Image:Colorcorrection13wm.jpg|thumb|调色实体在source引擎中的表现]]
 +
注意:请帮助完善此教程,教程内容略有出入!另外,多动手调试,总能找到您需要的效果!
  
 
:''对于调色(色彩校正)实体,详见[[color_correction (entity)|color_correction]], [[color_correction_volume]], and {{l4ds}} [[fog_volume]].''
 
:''对于调色(色彩校正)实体,详见[[color_correction (entity)|color_correction]], [[color_correction_volume]], and {{l4ds}} [[fog_volume]].''
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== 使用工具 ==
 
== 使用工具 ==
 +
 +
如果您是求生之路2玩家,请通过Left 4 Dead 2 Authoring Tools中的Left 4 dead 2 tools mode进入工具模式,进入完毕后按F10进入游戏,控制台进您的地图。通过F10也许是ESC呼出控制台,开启作弊,通过colorcorrectionui指令开启调色模式。点击右下角出现的窗口上的Enable实时预览调色,通过new创建新调色图层。Create开启各个调色工具(下面会提到的工具)。保存通过右下角窗口的save保存至materials\correction下。
  
 
起源的调色调用在'lookup tables'键值上,96KB的<code>.raw</code>文件。由游戏的内置工具来创建它们,并通过实体 [[color_correction (entity)|color_correction]] ([[point entity|point]]运用到游戏内(有衰减?) 以及[[color_correction_volume]] ([[brush entity:zh|brush]]).。调色是非常[[cheap|便宜的]]。
 
起源的调色调用在'lookup tables'键值上,96KB的<code>.raw</code>文件。由游戏的内置工具来创建它们,并通过实体 [[color_correction (entity)|color_correction]] ([[point entity|point]]运用到游戏内(有衰减?) 以及[[color_correction_volume]] ([[brush entity:zh|brush]]).。调色是非常[[cheap|便宜的]]。
  
{{注意|Lookup tables不储存用于创建它们的过滤器,它们只获取结果。这个Lookup过滤器允许您载入和创建在其顶部的其他过滤器,不过主窗口关闭后将无法编辑(右图)。}}
+
{{注意|Lookup tables不储存用于创建它们的滤镜,它们只获取结果。这个Lookup滤镜允许您载入和创建其他滤镜,不过主窗口关闭后将无法编辑。}}
  
 
[[Image:Ccrc_layers.png|right|The main color correction window]]
 
[[Image:Ccrc_layers.png|right|The main color correction window]]
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使用调色器:
 
使用调色器:
  
# 在您的地图创建至少一个[[color_correction (entity)|color_correction]]或者[[color_correction_volume]]实体,但是请勿给其lookup table,and, in the case of color_correction, disable falloff. You must be in range of the entity before the correction tools have any visible effect.
+
# 在您的地图创建至少一个[[color_correction (entity)|color_correction]]或者[[color_correction_volume]]实体,但是请勿给其lookup table设置调色文件,并且禁用调色实体的衰减效果,在工具产生效果之前,您必须待在调色作用范围内!
# Ensure that correction is enabled in Video options > Advanced (or set <code>mat_colorcorrection 1</code>).
+
#确保在 Video options/视频选项 > Advanced/高级中设置了调色效果(或者控制台设置指令 <code>mat_colorcorrection 1</code>)
#If you are working in a multiplayer game, enable <code>sv_cheats</code>.
+
#如果是在多人游戏中进行,请开启<code>sv_cheats</code>
#Type '''<code>colorcorrectionui</code>''' into the console.
+
#控制台输入 '''<code>colorcorrectionui</code>'''
 
+
{{注意|{{l4ds}}在求生之路1和2中,在预览地图调色前<code>sv_lan</code>必须设置为1.}}
{{note|{{l4ds}} In Left 4 Dead and Left 4 Dead 2, <code>sv_lan</code> must be set to 1 before loading a map to preview color correction.}}
 
 
 
In the window that appears, correction filters can be:
 
  
* Created and managed with the buttons in the bottom of the layers window.
+
出现的窗口中, 色彩校正滤镜可以是(右图2):
* Enabled or disabled by clicking their circular icon.
 
* Made stronger or weaker with the Blend slider.
 
* Duplicated with {{key|Alt + Double-click}}.
 
  
There is also a layers window for managing filters and a 'Lookup View' for previewing their effect on a grid of colored pixels.
+
* 在窗口底部按钮创建管理。
 +
* 通过单击圆形图标启用/禁用。
 +
* 通过混合(Blend)滑块增强衰弱。
 +
* 重复{{key|Alt + 双击}}.
  
=== The filters ===
+
还有一个用于管理滤镜的图层窗口和一个用于在彩色像素网格上预览其效果的“查找视图”。
 +
=== 滤镜 ===
  
 
[[Image:Ccrc selected hsv.png|right|Selected HSV]]
 
[[Image:Ccrc selected hsv.png|right|Selected HSV]]
  
;Curves - [http://www.google.com/search?q=curves+tool Search for tutorials]
+
;曲线 - [http://www.google.com/search?q=curves+tool Search for tutorials]
:Works in exactly the same way as a curves tool in an image editor. The horizontal axis represents a color value in the original image; the vertical axis represents its brightness in the final image. Click and drag to manipulate the line. Black is in the bottom left and white is in the top right.
+
:工作方式和传统图像编辑器软件的曲线工具完全相似。横轴表示原始图像的颜色值;纵轴则表示图像的亮度。点击拖动来调整值,让图像纯黑将其拖动到右下角,纯白则是左上角。(不同游戏可能不一样!)
:{{bug|Points cannot be deleted.}}
+
:{{bug|点无法被删除?}}
:{{bug|Drag release is only registered when the cursor is over the graph area. This makes placing points very close to its edge difficult.}}
+
:{{bug|拖动条不好控制有问题,难以放在边缘位置。}}
;Levels - [http://www.google.com/search?q=levels+tool Search for tutorials]
+
;等级levels - [http://www.google.com/search?q=levels+tool Search for tutorials]
:Again, this filter is directly analogous to levels tools in image editors. Both sliders control the range of colors in the image: the top slider 'cuts off' values outside its range to pure black (left) or white (right), while the bottom slider compresses the image's range to fit inside it. The top slider's middle pip weights the image's range (i.e. adjusts gamma).
+
:再次, levels和其他传统工具也是一样的。 两个滑块都是控制图像的颜色范围: 最上面的滑块 'cuts off/切' 而右边超出范围值就成纯黑,左边则是白,底部滑块会压缩图像范围来适应内部。顶部滑块中间点调整伽马值。
:{{bug|If two pips come to overlap, separating them can be impossible.}}
+
:{{bug|当两个点重叠,则无法分开,这是一个问题。}}
;Selected HSV
+
;Selected HSV/选择颜色饱和值。
:This is the most complex filter. The image is a real-time thumbnail of the current scene in which colors currently selected are highlighted red. It can be clicked to select a color, or the Select button can be pressed to select a color directly from the scene (hit {{key|Esc}} afterwards). Hold {{key|Ctrl}} to select multiple colors in either situation.
+
:最复杂的滤镜过程。 图像是当前地图场景的实时缩略图,当前选中颜色以红色突出。通过单击可以选择一个颜色, 或者按下按钮直接从场景中选取颜色。 (hit {{key|Esc}} 然后). 按住 {{key|Ctrl}} 来选择多种颜色。
:Tolerance and Fuzziness allow the selection to be tweaked; Hue, Saturation and Value (i.e. HSV) allow effects to be applied to it. Colorize causes the hue slider to replace instead of adjust.
+
:容差和模糊度(Tolerance and Fuzziness)可以调整选择; Hue色调, Saturation饱和度 and Value明度 (即HSV)可以对其应用效果。Colorize/着色使色调滑块被替换而不是调整。
:{{tip|The drop-down menu contains many different algorithms, not all of which require clicking to pick color(s).}}
+
:{{提示|The drop-down menu contains many different algorithms, not all of which require clicking to pick color(s).}}
:{{bug|There are several situations where the preview thumbnail can lock up. The only known solution is to restart the engine.}}
+
:{{bug|有时候缩略图会被锁定,解决方法只能重启。}}
;Lookup
+
;Lookup/查找
:Loads a pre-existing lookup table.
+
:载入预先查询表。
:{{bug|Folder view starts in the root of the underlying game, not the current mod.}}
+
:{{bug|文件会基于游戏根目录而不是当前mod文件。}}
;Balance - [http://www.google.com/search?q=color+balance+tool Search for tutorials]
+
;Balance/平衡 - [http://www.google.com/search?q=color+balance+tool Search for tutorials]
 
:Another tool identical to its desktop brethren. It biases color channels across bright, middling and/or dark areas of the scene.
 
:Another tool identical to its desktop brethren. It biases color channels across bright, middling and/or dark areas of the scene.
  
=== Color intensity (fix) ===
+
=== 颜色强度 (修复) ===
In some cases, a .raw file you've made will appear much more intense when loading it in-game than it did in the editor when it was created. If this happens, consider the following steps:
+
有时创建的.raw文件的强度比看起来的更高,如果发生了,请看下面:
  
#Create a neutral .raw file (i.e. delete all .raw files, open your map, open the color correction ui and click save without creating filters)
+
#创建一个中性的.raw文件(即删除所有.raw文件,打开地图,打开颜色校正ui,然后单击“保存”并且不创建滤镜即可)
#Create your desired color correction and save it.
+
#创建您所需的调色文件(即你想要的调色内容)并保存。
#Open both .raw files in Photoshop, paste your .raw over the neutral one, set the layer opacity to 50% for your color correction and then save it as a .raw with the appropriate filename (i.e. the one your map will be looking for)
+
#在PS中打开这两张文件。把您的文件复制粘贴到中性的那一张上, 将您的文件的图层不透明度设置为50%并且使用适当的文件名保存此.raw (即你地图将调用的名。)
;{{Note|If Photoshop prompts import options, use: Width 32px, Height 1024px, 3 Channels, Interleaved, 8 Bits, and 0 header size. }}
+
;{{注意|如果PS提示导入选项,请用:宽32像素,高1024像素,3通道,交错,8位和0标题。}}
  
 
Alternatively, you can set the 'Blend' of each filter to half (127) before saving in the color correction tools, which will result in essentially the same thing.
 
Alternatively, you can set the 'Blend' of each filter to half (127) before saving in the color correction tools, which will result in essentially the same thing.
  
=== Console commands ===
+
=== 控制台指令 ===
 
*colorcorrectionui
 
*colorcorrectionui
 
*mat_colcorrection_disableentit­ies 0/1
 
*mat_colcorrection_disableentit­ies 0/1
 
*mat_colorcorrection 0/1
 
*mat_colorcorrection 0/1
*sv_allow_color_correction 0/1 (Allow or disallow clients to use color correction on this server)
+
*sv_allow_color_correction 0/1 (允许或者禁用在服务器上进行色彩校正。)
  
== .RAW File Format ==
+
== .RAW文件格式 ==
  
 
The file serves as a look up table for RGB values. Each entry is a 3 byte RGB value, first byte being the red value. The table is 3 dimensional 32x32x32, taking an RGB value as a coordinate and looking up the output RGB value. Each subsequent entry indicates an increase in the R byte by a value of 4 (since 256 intensities divided by 32 entries equates to a step of 4). At the entry where the R value would be 256, the value wraps to zero and increases the G byte by a value of 4. The same occurs with the green value wrapping at 256, and increasing the B byte by 4. The index of the entry can be determined as such, where R, G, and B are integer values from 0 to 255.
 
The file serves as a look up table for RGB values. Each entry is a 3 byte RGB value, first byte being the red value. The table is 3 dimensional 32x32x32, taking an RGB value as a coordinate and looking up the output RGB value. Each subsequent entry indicates an increase in the R byte by a value of 4 (since 256 intensities divided by 32 entries equates to a step of 4). At the entry where the R value would be 256, the value wraps to zero and increases the G byte by a value of 4. The same occurs with the green value wrapping at 256, and increasing the B byte by 4. The index of the entry can be determined as such, where R, G, and B are integer values from 0 to 255.
Line 84: Line 86:
 
When used in game, the values from the 32x32x32 table are interpolated to fit the 256x256x256 color space.
 
When used in game, the values from the 32x32x32 table are interpolated to fit the 256x256x256 color space.
  
== Color_correction Working on sv_pure server (fix) ==
+
== Color_correction在sv_pure服务器上工作(修复) ==
Sometimes Color_correction will not work on a sv_pure server.
+
有时Color_correction在sv_pure服务器上不起作用。 将此代码添加到您的白名单
Add this code to your whitelist
 
 
<pre>
 
<pre>
 
whitelist
 
whitelist
Line 99: Line 100:
 
</pre>
 
</pre>
  
== See also ==
+
== 参加 ==
  
 
* [[Color theory %28level_design%29]]
 
* [[Color theory %28level_design%29]]

Latest revision as of 17:11, 12 October 2019

English 简体中文 
调色实体在source引擎中的表现

注意:请帮助完善此教程,教程内容略有出入!另外,多动手调试,总能找到您需要的效果!

对于调色(色彩校正)实体,详见color_correction, color_correction_volume, and <Left 4 Dead><Left 4 Dead 2> fog_volume.

Color correction是改变色彩色调平衡以获取效果的概念,手段。它主要是可以传达情绪基调和重要信息。

在游戏中,调色具有独特的动态好处。它可以反映地图或者玩家状态,也可以指定位置与对象。

使用工具

如果您是求生之路2玩家,请通过Left 4 Dead 2 Authoring Tools中的Left 4 dead 2 tools mode进入工具模式,进入完毕后按F10进入游戏,控制台进您的地图。通过F10也许是ESC呼出控制台,开启作弊,通过colorcorrectionui指令开启调色模式。点击右下角出现的窗口上的Enable实时预览调色,通过new创建新调色图层。Create开启各个调色工具(下面会提到的工具)。保存通过右下角窗口的save保存至materials\correction下。

起源的调色调用在'lookup tables'键值上,96KB的.raw文件。由游戏的内置工具来创建它们,并通过实体 color_correction (point运用到游戏内(有衰减?) 以及color_correction_volume (brush).。调色是非常便宜的

注意:Lookup tables不储存用于创建它们的滤镜,它们只获取结果。这个Lookup滤镜允许您载入和创建其他滤镜,不过主窗口关闭后将无法编辑。
The main color correction window

使用调色器:

  1. 在您的地图创建至少一个color_correction或者color_correction_volume实体,但是请勿给其lookup table设置调色文件,并且禁用调色实体的衰减效果,在工具产生效果之前,您必须待在调色作用范围内!
  2. 确保在 Video options/视频选项 > Advanced/高级中设置了调色效果(或者控制台设置指令 mat_colorcorrection 1)。
  3. 如果是在多人游戏中进行,请开启sv_cheats
  4. 控制台输入 colorcorrectionui
注意:<Left 4 Dead><Left 4 Dead 2>在求生之路1和2中,在预览地图调色前sv_lan必须设置为1.

出现的窗口中, 色彩校正滤镜可以是(右图2):

  • 在窗口底部按钮创建管理。
  • 通过单击圆形图标启用/禁用。
  • 通过混合(Blend)滑块增强衰弱。
  • 重复Alt + 双击.

还有一个用于管理滤镜的图层窗口和一个用于在彩色像素网格上预览其效果的“查找视图”。

滤镜

Selected HSV
曲线 - Search for tutorials
工作方式和传统图像编辑器软件的曲线工具完全相似。横轴表示原始图像的颜色值;纵轴则表示图像的亮度。点击拖动来调整值,让图像纯黑将其拖动到右下角,纯白则是左上角。(不同游戏可能不一样!)
Bug: 点无法被删除?
Bug: 拖动条不好控制有问题,难以放在边缘位置。
等级levels - Search for tutorials
再次, levels和其他传统工具也是一样的。 两个滑块都是控制图像的颜色范围: 最上面的滑块 'cuts off/切' 而右边超出范围值就成纯黑,左边则是白,底部滑块会压缩图像范围来适应内部。顶部滑块中间点调整伽马值。
Bug: 当两个点重叠,则无法分开,这是一个问题。
Selected HSV/选择颜色饱和值。
最复杂的滤镜过程。 图像是当前地图场景的实时缩略图,当前选中颜色以红色突出。通过单击可以选择一个颜色, 或者按下按钮直接从场景中选取颜色。 (hit Esc 然后). 按住 Ctrl 来选择多种颜色。
容差和模糊度(Tolerance and Fuzziness)可以调整选择; Hue色调, Saturation饱和度 and Value明度 (即HSV)可以对其应用效果。Colorize/着色使色调滑块被替换而不是调整。
提示:The drop-down menu contains many different algorithms, not all of which require clicking to pick color(s).
Bug: 有时候缩略图会被锁定,解决方法只能重启。
Lookup/查找
载入预先查询表。
Bug: 文件会基于游戏根目录而不是当前mod文件。
Balance/平衡 - Search for tutorials
Another tool identical to its desktop brethren. It biases color channels across bright, middling and/or dark areas of the scene.

颜色强度 (修复)

有时创建的.raw文件的强度比看起来的更高,如果发生了,请看下面:

  1. 创建一个中性的.raw文件(即删除所有.raw文件,打开地图,打开颜色校正ui,然后单击“保存”并且不创建滤镜即可)
  2. 创建您所需的调色文件(即你想要的调色内容)并保存。
  3. 在PS中打开这两张文件。把您的文件复制粘贴到中性的那一张上, 将您的文件的图层不透明度设置为50%并且使用适当的文件名保存此.raw (即你地图将调用的名。)
注意:如果PS提示导入选项,请用:宽32像素,高1024像素,3通道,交错,8位和0标题。

Alternatively, you can set the 'Blend' of each filter to half (127) before saving in the color correction tools, which will result in essentially the same thing.

控制台指令

  • colorcorrectionui
  • mat_colcorrection_disableentit­ies 0/1
  • mat_colorcorrection 0/1
  • sv_allow_color_correction 0/1 (允许或者禁用在服务器上进行色彩校正。)

.RAW文件格式

The file serves as a look up table for RGB values. Each entry is a 3 byte RGB value, first byte being the red value. The table is 3 dimensional 32x32x32, taking an RGB value as a coordinate and looking up the output RGB value. Each subsequent entry indicates an increase in the R byte by a value of 4 (since 256 intensities divided by 32 entries equates to a step of 4). At the entry where the R value would be 256, the value wraps to zero and increases the G byte by a value of 4. The same occurs with the green value wrapping at 256, and increasing the B byte by 4. The index of the entry can be determined as such, where R, G, and B are integer values from 0 to 255.

//note that integer division is used, and any decimal values are truncated before the next operation
int EntryIndex = (R \ 4) + ((G \ 4) + (B \ 4) * 32) * 32

When used in game, the values from the 32x32x32 table are interpolated to fit the 256x256x256 color space.

Color_correction在sv_pure服务器上工作(修复)

有时Color_correction在sv_pure服务器上不起作用。 将此代码添加到您的白名单

whitelist
{
 
//MATERIALS 

    materials\colorcorrection\correction_file_name_here.raw                from_steam      //Refers to a single file
    materials\colorcorrection\*.*                from_steam      //Allow custom color correction on this server.
     
}

参加

External links