Forgotten Hope Public Forum

Forgotten Hope 2 => Modding => Topic started by: Kev4000 on 02-08-2011, 23:08:57

Title: Custom Colour Correction
Post by: Kev4000 on 02-08-2011, 23:08:57
Here's the workings on creating custom colour correction filters.

Choosing your own colour correction
In the /fh2/common_client.zip/textures/ folder there is a file called "noise.dds", which contains the information of the filter. This file is read for maps which do not have their own filters and does nothing, except add the darkening of the edges of the screen.
For most official maps, we've used custom texture suffix' included in common_client.zip. Below explains how to change the colour correction on your map without modifying the FH2 archives:
1.) Copy /mods/fh2/levels/bastogne/noise.zip to your map's folder
2.) Replace noise.zip/textures/noise_snow.dds with the colour correction you wish to have. It must be renamed to match your map's texture suffix.
3.) In your map's tmp.con, add "run ClientArchives.con"
4.) Create a ClientArchives.con file that contains "fileManager.mountArchive /Levels/levelname/noise.zip Common"
Check Bastogne's files for reference if you're confused.

There's a couple limitations:
- You cannot use existing FH2 suffix' besides noise_snow.dds.
- For example if using suffix "phl" it will cause the noise_phl.dds to be loaded from common_client.zip/textures/noise_phl.dds.
- In other words, if the file exists in common_client.zip/textures/, it will be loaded from here instead.

You may also use this method for custom trench skirts textures, as seen on Bastogne with suffix snow.

Creating your own custom colour corrections
How do you change the noise.dds to get the look you want? Quite simple:
And that's it. Below the instructions in picture format. Hope it's all clear.
(http://forgottenhope.warumdarum.de/tutorial/noisetut.png)
Title: Re: Custom Colour Correction
Post by: Ajs47951 on 03-08-2011, 00:08:29
nice TUT even tho I know how to do this from modding fallout new Vegas

also you can do must of this without having to keep going back to layers.

like when you flatten the images you can just  right click on the layer and merge down or click flatten
and for curves there is a tab for it
(http://i54.tinypic.com/33o037k.jpg)
(http://i54.tinypic.com/2aked05.jpg)
Title: Re: Custom Colour Correction
Post by: Natty on 05-08-2011, 11:08:01
You also dont need to delete the alpha and all that.
Just add all the adjustment layers you want on your screenshot, then drag n drop all those adjustment layers to the (unmodified) Noise.dds > Flatten Image > Save as Noise_SUFFIXNAME.dds

Keep in mind that desaturation doesnt work If you desaturate your colors, you will get an... contrasted weird effect (hard to put in words) try to completely reduce saturation (so the screenshot becomes black-and-white) then run the map, the bug/color side-effect is visible.
Slight desaturation can be achieved if you know how RGB colors work, you can counter reduction of "selective colors" by lowering one color, then compensate slightly with the opposite color in the RGB spectrum. You basically need to choose which color should be dominant and lower the others,you cant lower all colors.
Title: Re: Custom Colour Correction
Post by: aserafimov on 10-11-2011, 23:11:12
nice tutorial...

I have a question.
I made custom correction, the name of the file is noise_os.dds.
I replaced noise.zip/textures/noise_snow.dds with noise_os.dds
In my map's tmp.con, added "run ClientArchives.con"
I created a ClientArchives.con file that contains "fileManager.mountArchive /Levels/levelname/noise.zip Common"
In the Init.con added:
LevelSettings.CustomTextureSuffix "os"
else
texturemanager.customTextureSuffix "os"
endIf

It works fine, BUT when I use noise_os.dds the snow on the roofs and the sandbags dissapear.
Could you help me with advice?
Title: Re: Custom Colour Correction
Post by: Stubbfan on 11-11-2011, 00:11:41
Yeah.. AFAIK there's no way to run 2 different suffixes on a map. Since "snow" suffix is used on all buildings and whatnot, that is what you need to have in your map, and you need to name your file noise_snow.dds or it wont work. There's no noise_snow file in the default fh2 files so it will not conflict or anything so you should be fine just by doing that.
Title: Re: Custom Colour Correction
Post by: aserafimov on 26-11-2011, 23:11:43
Yeah.. AFAIK there's no way to run 2 different suffixes on a map. Since "snow" suffix is used on all buildings and whatnot, that is what you need to have in your map, and you need to name your file noise_snow.dds or it wont work. There's no noise_snow file in the default fh2 files so it will not conflict or anything so you should be fine just by doing that.

thank you Stubbfan!
it works...
Title: Re: Custom Colour Correction
Post by: Mudzin on 09-06-2014, 12:06:21
So if I want to use already existing color correction, do I have to copy this dds. files to my map directory or will it be enough if I add proper name of suffix to Init.con?
Title: Re: Custom Colour Correction
Post by: Stubbfan on 09-06-2014, 15:06:09
It's enough to provide the suffix. Consider that it will load all textures for that specific suffix. IE if you use 'omaha', it will use the noise file for omaha, but also all the custom trench textures etc that was made to fit omaha terrain. Could also be different vehicle skins or whatever.
Title: Re: Custom Colour Correction
Post by: Mudzin on 09-06-2014, 17:06:43
Ok, thanks for the answer.

Another issue, related to this, is what's the difference between:
LevelSettings.CustomTextureSuffix "totalize"
and
texturemanager.customTextureSuffix "totalize"
?

I suppose level settings are related to lighting and texturemanager to things like trench texture, vehicle texture, right? If yes, can I use different suffixes, from different maps?
Title: Re: Custom Colour Correction
Post by: Stubbfan on 09-06-2014, 23:06:30
I don't think you can IIRC, but you can always try. Maybe a noise file counts as a levelsettin.customtexturesuffix.. not sure, never tried it.
Title: Re: Custom Colour Correction
Post by: Mudzin on 10-06-2014, 01:06:20
Ok, thanks for the explanation!