Looks like it could be multiple color correction entities active at the same time. Make sure only one is set as master. You should be able to set up a fog_volume with the second color correction covering the whole map, and switch it on and off.

Alexis H skrev 2013-06-21 21:06:
Ok I've been playing around with color correction like you advised.
I started L4D2 Tools Mode and launched the colorcorrectionui thing. After
fiddling around with it, I generated something I'm happy with.
http://users.skynet.be/fc704687/brol/color_good.jpg
This is what I see in the Tools Mode. This is also what I'd like to see in
game.

So, I save this as cc_dusk_snowfall.vcc
This automatically generates a cc_dusk_snowfall.raw file in the
left4dead2/materials/correction folder.
I start up Hammer, place a color_correction entity and give it fade values
so that it engulfs the entire map (-1) and I put
"materials/correction/cc_sd_dusk_snowfall.raw" in the Lookup Table Filename
field. I compile and in game, I get this:
http://users.skynet.be/fc704687/brol/color_bad.jpg
when loading up the map.

What did I do wrong?


On Fri, Jun 21, 2013 at 3:26 PM, Rectus <rectus...@gmail.com> wrote:

You can't change the lighting directly, but you can change the fog,
auto-exposure and color correction to simulate different lighting
conditions.

I did some testing on my campaign a long time ago, and could get some
fairly passable results with relatively little effort.
http://steamcommunity.com/**sharedfiles/filedetails/?id=**154379594<http://steamcommunity.com/sharedfiles/filedetails/?id=154379594>
http://steamcommunity.com/**sharedfiles/filedetails/?id=**154379583<http://steamcommunity.com/sharedfiles/filedetails/?id=154379583>


The skybox is likely changed with a cvar, I'm not sure if there is any way
to change it from within a map. There is an other option for this as well;
you can fade out the skybox into fog the same way it's done during the
storms in Hard Rain. I'd suggest decompiling the map and looking how Valve
did it.


Alexis H skrev 2013-06-21 14:46:

Hello everyone,

I need advice and help.
I'm currently working on a campaign set in a snowy country. I'd like to
include some dynamic weather. Basically, this means that one runthrough,
map will have a certain type of weather and the other runthrough it will
have another type of weather.

For example, map 1: this one takes place in the afternoon. One scenario
would be that it's slightly cloudy with still some sun. The other scenario
has it more cloudy with some snowfall and a slightly thicker fog. It would
also be a little darker, but since it has to keep it's afternoon-feeling,
it must not be too dark.

Map 2 takes place at dusk. One scenario is cloudy with no snow. The other
scenario is more menacingly cloudy, snowfall, thicker fog and slightly
darker than scenario 1 but here again: the dusk feeling must be preserved
so it has to be dark enough, but not too dark (it's dusk, not night)

I know how to handle the fog and precipitation changes with a logic_case
entity. That's a non-issue. But if you have a look at the Weather Control
Plugin ( 
http://forums.alliedmods.net/**showthread.php?t=184890<http://forums.alliedmods.net/showthread.php?t=184890>)
 apparently
they managed to change the skybox and global lighting too... how the hell
did they do that?

Anyone has an idea?

-Alex
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