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Color correction stops working if a save is loaded.

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!

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Is it set to Start Disabled? The official maps use color correction and I don't remember seeing this problem.

Falsi sumus crusto!

Nope, it starts enabled but I already tried making it starting disabled then enable it but the same thing happens :(

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Because you didn't include the global_ents, right?

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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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.

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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.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

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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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.

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