Color Correction
Belgarion
Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">A must-have</div>I don't know how far along development/conceptualization is, but I think this is worth keeping in mind for the mapping team.
YOU MUST HAVE COLOR CORRECTION ON. I played with it today, and I gotta say the power of this feature has barely been tapped, and its potential in NS is huge.
One of the cool things about the color correction entity is that you can have more than one of them in the map, and have them affect only a specific area. The thing that makes this cool is the idea of tying one of them to a hive. So let's say your hive is up.. well, when you're in the hive "zone" or area, you might see more green and yellow, or things might be brighter or darker.. whatever you want really. It actually uses things like "levels" "curves" and other image editing tools, but REAL TIME! The possibilities are endless. It's something I think will drastically increase the immersion factor with minimal effort and cost.
Ok. That's it. Here's a link to the Valve Wiki on color correction. - <a href="http://developer.valvesoftware.com/wiki/Color_correction_%28concept%29" target="_blank">http://developer.valvesoftware.com/wiki/Co...n_%28concept%29</a>
I've been trying to make some comparison shots with the new SDK, but I'm having difficulty making anything I feel satisfied with. It's been a long time since I mapped and I'm finding my re-entry difficult. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
YOU MUST HAVE COLOR CORRECTION ON. I played with it today, and I gotta say the power of this feature has barely been tapped, and its potential in NS is huge.
One of the cool things about the color correction entity is that you can have more than one of them in the map, and have them affect only a specific area. The thing that makes this cool is the idea of tying one of them to a hive. So let's say your hive is up.. well, when you're in the hive "zone" or area, you might see more green and yellow, or things might be brighter or darker.. whatever you want really. It actually uses things like "levels" "curves" and other image editing tools, but REAL TIME! The possibilities are endless. It's something I think will drastically increase the immersion factor with minimal effort and cost.
Ok. That's it. Here's a link to the Valve Wiki on color correction. - <a href="http://developer.valvesoftware.com/wiki/Color_correction_%28concept%29" target="_blank">http://developer.valvesoftware.com/wiki/Co...n_%28concept%29</a>
I've been trying to make some comparison shots with the new SDK, but I'm having difficulty making anything I feel satisfied with. It's been a long time since I mapped and I'm finding my re-entry difficult. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Comments
movies do this for some great moods so why not here also <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
edit: motion blurred fades could look awsome too.. can't wait.
Normal
<img src="http://img219.imageshack.us/img219/7761/nsaltair0001zv8.jpg" border="0" class="linked-image" />
Alien
<img src="http://img150.imageshack.us/img150/2887/nsaltair0001alienej2.jpg" border="0" class="linked-image" />
Marine
<img src="http://img401.imageshack.us/img401/1865/nsaltair0001marineqz9.jpg" border="0" class="linked-image" />
<b>
edit: motion blurred fades could look awsome too.. can't wait.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
yeah EP2 had that when you look left or right to fast - it looked good.
And i love this idea tbh.
oh and also, rember that blog entry ages ago saying that you might be able to decide your helmet and such - if you have one at all.
This could work into this idea well too
Vote yes.
<3
Fire up almost any source game and check "color correction" in options menu and see for yourself, but I really don't know if it takes any significant computer power.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><b>YES
</b><!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><b>YES
</b><!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://i217.photobucket.com/albums/cc15/Domining/bushonterror.jpg" border="0" class="linked-image" />
edit: typo
edit: <b>typo</b><!--QuoteEnd--></div><!--QuoteEEnd-->
TPYO*
Which brings up the question - can colour correction be done on the fly? So that when aliens take over a marine area the colour correciton shifts to suit. (and vice versa)
EDIT : - and if it can, than perhaps it can be done dymanically along with the dymanic infestation etc, so the mapper doesn't need to add anything extra (if they choose)
###### bag <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
EDIT : - and if it can, than perhaps it can be done dymanically along with the dymanic infestation etc, so the mapper doesn't need to add anything extra (if they choose)<!--QuoteEnd--></div><!--QuoteEEnd-->
I was thinking primarily of that, which is why I chose a hive location as my illustration. The hive is the perfect demonstration because the color correction easily identifies whether the hive is up or not (just tie hive death/life with color correction entity). A hive is also stationary. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I would think NS2 devs would be able to figure out a way to spawn a color correction entity along with the com chair. I think it's also fair to assume they could change the radius of effect based on how many structures are near the CC (you can change the radius already). This would allow a smaller base to stay more hidden. The same could be done for hives.