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ColorCurves in areadata.gda


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19 réponses à ce sujet

#1
Mengtzu

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What's the correct usage of the ColorCurves field in areadata.gda (and what exactly does it do?)

So far I've tried passing a blank value or a copied one (both result in a monochrome level in game, which actually looks pretty good but not intended), and an invalid string (***, which resulted in nothing rendering at all in-game). 

#2
FergusM

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Bump; I'm looking at this too. Where are the color curves (like cc_den200) defined?

Modifié par FergusM, 14 juillet 2010 - 09:39 .


#3
mikemike37

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i dont really know anything about the curves, but remember the thread below wandered onto this topic... hope it helps.

http://social.biowar...-2603982-1.html

Modifié par mikemike37, 16 juillet 2010 - 11:02 .


#4
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these are 1*255 sized textures with a specific color fade. this fade recolors the output of the rendered image. if your custom cc has got a bluish fade then inagem the graphic is also bluish. the cc files which ship with the game are stored within the textures.erf (install path/dragon age/packages/core/data)

#5
FergusM

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Well, I doubt I'll be editing that any time soon, I was hoping for something more spreadsheety. :P Thanks for the information though.

EDIT: When I open up those dds files, they all look the same, just a bar going from black to white; I can't really see any shades or whatever. What am I doing wrong?

Modifié par FergusM, 17 juillet 2010 - 03:19 .


#6
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the textures are colorized, but if you leave them in their tiny state you won't notice the color^^ zoom in and you'll see the difference among them.



(or there's something wrong with your 2d editing softare you are using...)

#7
FergusM

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Oh wow. Even at 3200% zoom on two curves I expected to be quite different, I had to put them on different layers and toggle between them to be certain they were different. Yeah, no chance of me editing those. :P

#8
-Semper-

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then there's definitely something wrong with the program you are using to edit those dds files. with a zoom of 400% you should easily spot colors.

#9
FergusM

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Hrm, interesting. I'll try it with GIMP in a minute I suppose. I've been viewing/editing them fine but maybe there's something buried in the settings here that means I'm not viewing these colours properly.

EDIT: Okay, Photoshop with the Nvidia plugin just shows them as black to white lines with very subtle gradient differences. Nvidia Windows Texture Viewer just displays them as a bright pink line. GIMP with this plugin displays it as a transperant line.

All of these display other textures fine. What's going wrong here? What are you using?

Modifié par FergusM, 17 juillet 2010 - 10:42 .


#10
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i am using photoshop with nvidia plugin. below you should spot the differences. sometimes they are very subtle.



Posted Image

#11
FergusM

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Okay, that is how it's displaying in PS, I guess the ones I was looking at were too close, I see what you mean with amn120 there.

#12
tmp7704

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It's probably easier to see the difference if you scale these up to something like 256x256 texture instead. Also, you can keep eye on the Info panel in photoshop which is able to show the exact rgb/hsb colour value under the cursor. Different numbers can be more obvious than slightly different hues.

#13
Kilrogg_

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So how exactly do the colorcurves affect the end result? What's the point of the fade/gradient?

#14
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it recolorizes the rendered image. the color grade defines the intensity. if your cc is all black you won't see something because your frame will be totally overwritten with black. if it's all blue your frame will be blue and so on. now if you have nice fade from black to blue to white the graphical outcome will be much darker with a bluish atmosphere. you have to play around to get the right feeling ;)

#15
Kilrogg_

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I still don't quite understand the point of the gradient though. Does one end of the gradient control one thing (such as the Alpha) and the other end something else (the color)?

#16
tmp7704

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Kilrogg_ wrote...

I still don't quite understand the point of the gradient though. Does one end of the gradient control one thing (such as the Alpha) and the other end something else (the color)?

You can think of it as operation similar to Gradient Map in Photoshop -- the full black pixels of source image will be affected by the colour of the leftmost pixel of the gradient, the full white pixels will be affected by colour of the rightmost pixel of the gradient, and everything else is affected by one of the colours in-between (depending how bright the source pixel was)

Default gradient (one which doesn't do anything) would be evenly distributed fade from black to white. By playing with contrast and colours of the gradient you can get some interesting results, or adjust some questionable areas in the default game:

Posted Image

Modifié par tmp7704, 19 juillet 2010 - 10:18 .


#17
Kilrogg_

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Interesting. This is definitely how Bioware is getting that extra lighting quality that we can't seem to get with our levels (besides the slightly crappier lightmapper). I'll have to play with that.



Thanks.

#18
FergusM

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I believe there is still more to it than that, as it is a different light mapper, but this definitely helps a whole lot.

#19
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Kilrogg_ wrote...

Interesting. This is definitely how Bioware is getting that extra lighting quality that we can't seem to get with our levels


nope. their lightmapper is just more powerful then the simple solution the community got. just recreate a core level with all the settings from bioware and the difference is clearly visible ;)

#20
Kilrogg_

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Still I believe a lot of the difference can be fixed with this tool.