Color correction stops working if a save is loaded.
Posted Apr 27, 2013
Hey everyone.
In my next map I have a color correction entity. Everything works perfectly until the player dies and/or a save slot is loaded. Then it stops working and it only comes back if you restart the map from the beggining. I tried a logic_auto OnLoadGame colorcorrection > disable and after some time enable, but it doesn't works. I manually disabled and enabled it in the console but no success.
There is only one color correction (Master flag set)
Falloff end and start dist is -1
Lookup fade in and fade out duration is 2 seconds. (Useless since the color correction is always enabled)
It's not necessary, but it just makes my map look pretty, if this problem persists I'll remove the entity.
Thanks in advance!
In my next map I have a color correction entity. Everything works perfectly until the player dies and/or a save slot is loaded. Then it stops working and it only comes back if you restart the map from the beggining. I tried a logic_auto OnLoadGame colorcorrection > disable and after some time enable, but it doesn't works. I manually disabled and enabled it in the console but no success.
There is only one color correction (Master flag set)
Falloff end and start dist is -1
Lookup fade in and fade out duration is 2 seconds. (Useless since the color correction is always enabled)
It's not necessary, but it just makes my map look pretty, if this problem persists I'll remove the entity.
Thanks in advance!
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Posted Apr 27, 2013
Replied
5 minutes
later
Is it set to Start Disabled? The official maps use color correction and I don't remember seeing this problem.
Posted Apr 27, 2013
Replied
8 minutes
later
Nope, it starts enabled but I already tried making it starting disabled then enable it but the same thing happens
Posted Apr 27, 2013
Replied
7 minutes
later
Because you didn't include the global_ents, right?
Posted Apr 27, 2013
Replied
1 minute
later
Nope. They are included. Just not as a func_instance.
Also, I noticed the flag "Client-side simulation" is checked in the global_ents color corrections. Might be it, I'll try it and see if it works.
EDIT - I tried a lot of stuff that didnt work. I'll leave the map without a color correction for now.
Also, I noticed the flag "Client-side simulation" is checked in the global_ents color corrections. Might be it, I'll try it and see if it works.
EDIT - I tried a lot of stuff that didnt work. I'll leave the map without a color correction for now.
Posted Apr 28, 2013
Replied
11 hours
later
I'd suggest you to forget about the global_ents and simply add everything you need apart, like the env_fog_controller, tonemap_controller, color_correction and so on.
Posted Apr 28, 2013
Replied
7 hours
later
It works now! I'm not sure what made it work but here are some things I tried, so if someonelse has this problem can try it too:
I deleted all the fogs I wasn't using from the global ents (not the instance)
Unchecked "Master" and "Client-side simulation" flags from the color_correction entity
Lookup falloff end and start distance is -1
Set the fade in and out duration to 0.0 and changed it via I/O
*The entity is activated via trigger_once
Thanks for the help!
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Posted Apr 28, 2013
Replied
8 hours
later
I would have thought that triggering something through alogic_auto will only trigger it once, and that a save will reset it just like music.
See this topic: post89452.html?hilit=music%20die#p89452
Using the OnLoadGame output seems to be useful here.