Big light effect

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Sorry if this has already a response somewhere.

I don't know if many remember but older revisions of pl_repository featured a flash blinding effect when the payload reached its destination. In a different context, I'm investigating whether I could use a similar effect when firing a powerful laser beam, but I'm unsure of how to do it. The flash may be different depending a team based event, and temporary.

Do you think it may be done via color correction entity ? HDR tuning ? Something else ? Do you know of technical issue with such a method ?
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I believe it may have been a result of color correction, though I am unsure. Color correction is probably the best way to go about it, although a very large env_sprite would result in something which only blinds players looking at it (think the nukes in garrys mod)
 

Malcolm

L3: Member
Jul 10, 2008
123
25
I once saw a tutorial about that nuke-like effect on fpsbanana. I think it's really done by color correction.

It's an interesting way to "end" a payload map. I love to blow up things!
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Couldn't find it (only one on ZM nuke prefab) but from what I read, color correction would indeed make the job. Thank you.
 

Malcolm

L3: Member
Jul 10, 2008
123
25
I'm currently working on something similiar... and it seems like the real deal is modifying the bloom/tonemap and color correcting at the same time.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I'm not using HDR at the moment. (I consider it something to do on later stages of WIC, but I may be wrong) so I'll try it with CC only, in a first step.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Color correction : the entity seems to have falloff distance and fade in/out values, and that should make it appropriate for a finely tuned effect.
Fog wouldn't be avoidable (I don't know if players can disable fog effect or are likely to do it) but I'm not sure it could ramp up and down;
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
But remember Color Correction can be disabled in the options, so a real light could probably be better that way.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Dynamic fog is only available in left 4 dead, I believe there is a workaround to allow dynamic color correction in tf2, I will research the possibility.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Well, color_correction is said to have very light perf cost anyway. That it's being pushed to bright values doesn't change anything in this respect... 3d hardware don't judge what we ask them to draw... what a chance ! :p

Env_fade would work, but can it be based on distance ?
 

Malcolm

L3: Member
Jul 10, 2008
123
25
Here is my attempt to recreate something like you mentioned :D

[ame="http://www.youtube.com/watch?v=LI3rpDXh-UM"]YouTube- TF2 Nuke Test - First Attempt[/ame]

Ok, the loss of color got inspired by the CoD MW2 tactical nuke, and it's still not finished, but it looks quite good.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Nice one ! :)

I have another issue : color correction works wonderfully but .raw file packrated in the bsp don't seem to work. Any idea ? I've tried env_fade but it's less epic.

By the way, speaking of your video, when you have a sound effect that you want louder, is there a solution with ambient_generic ? Or do I have to open and modify the wave file ? I let volume at 10, fade distance at a fair fair amount but in many case they just don't stand out as an explosion should be .
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
My bad, it's fixed by manually editing the path for the raw file in packrat.

My question about sounds remains, though :)