Advanced Color Correction 2.0
L4D-style Color Correction
Simple script that allows for fading between multiple color correction lookup files based on the players active fog controller, or active soundscape. Also includes a script that creates a table of soundscape indexes/fog controller entindexes and their associated string name. Allows users to create more complex location-based color correction similar to l4d, without needing to manually align tons of color_correction entities.
Two custom .raw files have been included and are free to use. The example provided is for cp_coldfront, however if you'd like to test it you'll need to use a mapspawn.nut file with
Two custom .raw files have been included and are free to use. The example provided is for cp_coldfront, however if you'd like to test it you'll need to use a mapspawn.nut file with
IncludeScript("advcc/advcc_main")
How to Use:
- Extract the .zip into your Team Fortress 2/tf folder
- Load your map of choice in singleplayer and paste this into console:
script_execute advcc/create_lookup_tables
- Go to your tf/scriptdata folder, open the newly generated
advcc_soundscapes.nut
andadvcc_fogcontrollers.nut
file, delete the NULL character at the end, then move them into thescripts/vscripts/advcc
folder - Open
advcc/advcc_lookups.nut
and replace the placeholder cp_coldfront soundscape/fog controller names and associated .raw filenames with your own. If you are using fog controllers, you would enter the env_fog_controller targetname instead of the soundscape name. - In hammer, go to any entity in your map, for example tf_gamerules, and set the
vscripts
keyvalue toadvcc/advcc_main
. - U did it congrat
Warning:
- This script spawns an extra entity per player per color correction file. This means that if you have 5 soundscapes/fog controllers that all have different color correction configurations, 5 extra entities will spawn per player, meaning an additional 160 entities total on a full 32 player server. If your map is already danger close to the edict limit and you have a lot of different soundscapes/fog controllers, keep this in mind. I wanted to make a queueing system that only uses two extra entities no matter what but I'm lazy and will do it some other time.
- This script uses event callbacks. If you are using this script alongside any other ones, it must be included AFTER calling
ClearGameEventCallbacks()
.
- License
- Credit is required. Permission to modify optional.