Difference between revisions of "Color correction (entity)"

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m (Slowly moving CC info the color correction article)
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* 1 : Master (Default color correction when used with L4D fog_volume)  
 
* 1 : Master (Default color correction when used with L4D fog_volume)  
 
* 2 : Simulate client-side (Must be set when used with L4D fog_volume) {{L4D add}}
 
* 2 : Simulate client-side (Must be set when used with L4D fog_volume) {{L4D add}}
 
== Hammer Tutorial Video Color Correction ==
 
http://www.youtube.com/watch?v=KnPhtS6W6pg
 
  
 
== Fix color being too intense ==  
 
== Fix color being too intense ==  

Revision as of 14:56, 21 November 2011

Color correction.png

color_correction is a point entity available in all Source games. 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. By default the effect fades in gradually and only reaches peak intensity at the entity's exact location.

<Left 4 Dead><Left 4 Dead 2> In Left 4 Dead and Left 4 Dead 2, this entity will behave like 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.

Bug.png Bug: In Team Fortress 2, color_correction causes control point HUD icons to display improperly. (example).

Keyvalues

Lookup Falloff Start Distance <float>
Lookup Falloff End Distance <float>
Distance from the entity at which the effect should begin and end fading out.
Maximum Weight <normal>
The intensity of the effect before falloff.
Lookup Table Filename <path\file>
The path and filename of the lookup table to load. Starts in the game root and should include file extension.
Lookup Fade In Duration <float>
Lookup Fade out Duration <float>
How fast the effect should fade in/out when the entity is enabled/disabled.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).

Inputs

filename  !FGD
change the Lookup Table filename

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

EnableDisable:

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

Outputs

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

Template:O EnableDisable

Flags

  • 1 : Master (Default color correction when used with L4D fog_volume)
  • 2 : Simulate client-side (Must be set when used with L4D fog_volume) (in all games since <Left 4 Dead>)

Fix color being too intense

Fix for too much color:

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)

Color correction ingame console commands

colorcorrectionui

mat_colcorrection_disableentit­ies 0/1

mat_colorcorrection 0/1

See also