Wow, some of the maps look truly amazing with these settings. However, I have noticed one issue. I don't know what to call it but, the "effect"(???) that gives certain maps certain color tones is gone now. Case in point: Torlan_Necris and PowerSurge/Suspense (and others). Although they are no longer gray, dull and boring, they are missing their respective orange and blue coloration - which I liked. :/ Do you think there's a way to re-enable them with this? Or is it something I did wrong? (Like putting the bloom on 0.05? :P)
Also, changing the Post Processing in the Settings menu makes no difference. o_O Perhaps this is the culprit?
Edit: Ok, putting the bloom on 0.2 made ZERO difference regarding the coloration of the map.
Edit again!: Perhaps another node needs to be added that includes something from the "EngineMaterials.DefaultScenePostProcess" that enables the coloration I'm talking about?
Hm, it should be adapted with the map. The values that you set in the nodes are put together with the ones on the map and on Post Process Volumes. Maybe I'll make a node that will allow you to configure it for difrent maps lol
Also, I'll maybe release the HDR version this week.
I'll look into your problem and see what I can do about it
Also, I see you added INI Colour Tweak to your signature, thanks for spreading the word
Bad news, Epic can't give me the full .uc files of the post process nodes, so I can't make a new node for HDR. Seems I'll have to stick with the MaterialEffect node and a material.
hey 100Gping100 just to let you know; the blue color that u use on ur first post is just an eye killa and really a pain to read
thx again for ur nice job, UT3 isnt the same
hey 100Gping100 just to let you know; the blue color that u use on ur first post is just an eye killa and really a pain to read
thx again for ur nice job, UT3 isnt the same
First of all, great work on this tutorial here. It will sure come in handy, especially since this works online. Makes me wonder if there is something like that, but with an ability to add it to the postprocessing options, like Vivid, Intense, Muted etc. That would make it even more easy to select.
However, like Cr4zy pointed out in his readme, this way is unfortunately not as optimal as when you use Blossom, because the settings that you choose here are applied to every map indiscriminately. For instance, using the settings in the first post makes WAR-Avalanche white. Like, entirely white, with visibility being only a few metres when you're outside. The setting in Über Post Process Effect called 'bUseWorldSettings' controls whether the postprocess acknowledges the settings of individual maps and zones, however, if you check it, it will then not use the settings you set. So essentially if you use this method, you will always end up just like when you have 'bloom and DOF' disabled, that is, everything will look pretty much the same brown colour. Disabling desaturation and enabling Bloom makes it a bit better, of course, but as I stated before, changing the highlights, midtones and shadows usually has a negative effect on some maps.
The stock postprocess options (vivid, muted etc.) work differently, it seems. You can clearly see that they don't discard the settings, but influence them, keeping the mood intact (as Xyx puts it: These values act as multipliers on the postprocessing used by individual maps.) So if it was possible to create one of those, it would truly be the best option. But it seems that those are in player controller, which means that it could be only done with an offline mutator. Possibly that's what Blossom already does, I just can't check it because UT3Ed doesn't seem to have a script viewer :\
I think that what Blossom does is just set Desaturation to 0 and then you can change Bloom and DOF.
I made a mutator called UT2007 Color, it will remove desaturation and give more color, the problem is that I used the same method as the Color Control author, I cahnge this in PostProcessVolumes, that leads to water processvolumes will also be changed to the same look as outside of water.
I have in mind a way to do this like the Post Process option on the settings menu. I'll work with it after school ends (3 weeks) and after some projects that have higher priority (maybe this one will be done first because it takes less time).
Sort of, it sets destaturation to 0 and allows you to change what here is called BloomScale, BlurKernelSize and FocusInnerRadius. Like you said, it changes the volumes, but it works much like the Post Process option in the menu - it scales them instead of setting absolute values.
I'm looking forward to this. Keep us posted! (Oh, and school ends for me in 3 weeks too )
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