While I love the colours, when using your engine config file - its a total "white out" when playing Avalanche, so much so, its unplayable, so I'm going to switch back.
Not able to edit it myself, but if anyone has already done an edit, that makes that map playable, by all means upload it
While I love the colours, when using your engine config file - its a total "white out" when playing Avalanche, so much so, its unplayable, so I'm going to switch back.
Not able to edit it myself, but if anyone has already done an edit, that makes that map playable, by all means upload it
Problem is most likley the same issue that occured in Downtown for me. for some reason the fog acts up and over brightens everything for no reason using certain modes.
Not exactly this, but better configuration for the postprocess options. Especially relative ones, not absolute - that's why this solution is bad in certain places, yet the menu postprocess options and Blossom work good everywhere.
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.
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.
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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