Color correction:zh-cn

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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。



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


  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.



Selected HSV
曲线 - Search for tutorials
Bug.png Bug: 点无法被删除?
Bug.png 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' 而左边超出范围值就成纯黑,右边则是白,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.png 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 afterwards). 按住 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.
Tip.png Tip: The drop-down menu contains many different algorithms, not all of which require clicking to pick color(s).
Bug.png Bug: There are several situations where the preview thumbnail can lock up. The only known solution is to restart the engine.
Loads a pre-existing lookup table.
Bug.png Bug: Folder view starts in the root of the underlying game, not the current mod.
Balance - Search for tutorials
Another tool identical to its desktop brethren. It biases color channels across bright, middling and/or dark areas of the scene.

Color intensity (fix)

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:

  1. 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)
  2. Create your desired color correction and save it.
  3. 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)
Note.png Note: If Photoshop prompts import options, use: Width 32px, Height 1024px, 3 Channels, Interleaved, 8 Bits, and 0 header size.

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

  • colorcorrectionui
  • mat_colcorrection_disableentit­ies 0/1
  • mat_colorcorrection 0/1
  • sv_allow_color_correction 0/1 (Allow or disallow clients to use color correction on this server)

.RAW File Format

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 Working on sv_pure server (fix)

Sometimes Color_correction will not work on a sv_pure server. Add this code to your whitelist


    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.

See also

External links