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[TUTORIAL] INI color tweak [PIC]

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  • replied
    Wow, you're awesome!

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  • replied
    I've already developed a prototype for the application
    [shot]http://img819.imageshack.us/img819/4054/apppreview.jpg[/shot]

    Now I only need to finish the postprocess and find a way to make the Application change the package.

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  • replied
    For now it seems I won't need any coding. Maybe I will, but not for now.

    The program will be hard tought, because I'll have to find a way to change the package with it.

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  • replied
    Well, the longer it takes you to do this, the more interested I get. Your idea seems solid enough to work just right, although I'm not sure how you're trying to implement that.

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  • replied
    It will take more time than I expected. Maybe I'll even have to do some code inside the game. But still have it working online, because it would not be a mutator, just a class that the PostProcess would use.

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  • replied
    Already have a prototype. For now I still didn't started on the program to change the colours and I'm still on the post process.

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  • replied
    Good then, I'm going to start today

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  • replied
    Oh, then I'm definitely looking forward to that.

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  • replied
    You can enable the blur
    I just disabled it.

    The way I would use to achive it would be a difrent way that envolves this one. Somewhat the way I did to add HDR. This process just changes the current colours and stuff but maintaining the original feel.

    Like a blue ambiented room would stay blue, but a bit changed.

    I'll see what I can do. I'll also try to make an external program so people can change the look of the game with an interface. So players with no experience can also costumize this.

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  • replied
    Can you? Like I said, it seems that this method overwrites every postprocess zone instead of altering it. For example, VCTF-Necropolis is supposed to have a greenish tint to it, which is removed with this method, causing the loss of atmosphere unique to the map. And it also doesn't work with underwater zones - you're supposed to have blurry vision underwater, and from what I remember this removes that, so it feels as if you're swimming in the air.

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  • replied
    I see your point.
    I can improve this, may take time and hard work, but this can be much better and look good on all maps. Maybe I'll work on it today

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  • replied
    Yes, and that's exactly what I mean - notice that the stock post-processing settings (Vivid, Intense etc.) also work online and don't screw up the hue settings of individual zones that were defined by the mapper, so it also works by multiplying. The weird thing is that Epic never made any tool to create those and add them to that menu, and they should do that in their next UT game.

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  • replied
    For me, the big advantage is that 100GPing100's method works online

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  • replied
    No, no it doesn't. See the bottom of my post here.

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  • replied
    That is because blossom only sets desaturation in every post process to 0 and disables bloom (I think it also disables DOF).
    This baby changes everything, the values used here get multiplied by the ones on the maps.

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