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Standard Colour correction


LunatikCH

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Hey i have a question:

Does anyone of you know the settings for default dayz epoch colour correction?

I want to make a script that alows people to rightklick on an item an change the colours this way.

Now the only thing is missing for me is the default default dayz epoch config to alow them change back to default.

 

thanks for your help :)

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Thanks but i expected something like:

 

_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 1.0, 1, -0.003, [0.2, 0.15, -0.0, 0.125],[-2, -1.5, -1, 0.55],[-0.54, -0.53, 0.4, -0.09]];
_hndl ppEffectCommit 0;

 

and i dont know how to make this from

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

 

if i only use the above code in the executed sqf nothing changes and no erros apear in RPT.

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I dunno if this helps you at all, but a bunch of color corrections here:

 

//Clear contrast 

//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1, 1, 0, [0, 0, 0, -0.31],[1.9, 1.9, 1.73, 0.7],[0.2, 1.1, -1.5, 1.64]];
//_hndl ppEffectCommit 0;
 
//Wasteland 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
//_hndl ppEffectCommit 0;
 
//Dark draining
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1, 0.21, 0, [0.1, 0, 0, 0],[3.59, 3.49, 3.78, 0.83],[-0.31, 0.08, 3.79, 5]];
//_hndl ppEffectCommit 0;
 
//Sandy
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1, 1, 0, [1.01, -2.46, -1.23, 0],[2.11, 1.6, 0.71, 0.8],[1.43, 0.56, 3.69, 0.31]];
//_hndl ppEffectCommit 0;
 
//Sumer Chernarus 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [1,1,0,[0,0,0,0],[2,0,0,1.25],[2.5,-2.5,0,0]];
//_hndl ppEffectCommit 0;
 
//Dog Vision 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [1,0.6,0,[0,0,0,0],[3,3,1,0.75],[2.5,2.5,-2.75,0]];
//_hndl ppEffectCommit 0;
 
//Tropical
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1, 1, 0.01, [-0.11, -0.65, -0.76, 0.015],[-5, 2.74, 0.09, 0.95],[-1.14, -0.73, 1.14, -0.09]];
//_hndl ppEffectCommit 0;
 
//Photo
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 0.2050, 35, 0, [6.32, 0.57, 10.71, -0.0015],[1.29, 0.81, 1.2, 0.67],[-1.24, 2.03, 0.37, -3.69]];
//_hndl ppEffectCommit 0;
 
//WarZone
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ .079990001, 7, 0.055, [1.320, 1.57, 1.31, -.022],[2.05, 1.8611, 1.62, .6807],[-1.954, 3.95553, 4.898, 5.19]];
//_hndl ppEffectCommit 0;
 
//Operation Flashpoint
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [1,1,0,[0,0,0,0],[1,1,1.2,0.85],[1,1,-2.5,0]];
//_hndl ppEffectCommit 0;
 
//Africa 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]];
//_hndl ppEffectCommit 0;
 
//Blue 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 0.9, 1, 0, [-2.32, 0.17, 0.71, 0],[1.09, 0.91, 1.1, 0.27],[-1.24, 3.03, 0.37, -1.69]];
//_hndl ppEffectCommit 0;
 
//Arma mission colours 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1.0, 1, -0.003, [0.2, 0.15, -0.0, 0.125],[-2, -1.5, -1, 0.55],[-0.54, -0.53, 0.4, -0.09]];
//_hndl ppEffectCommit 0;
 
//Heavy Colour Correction 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [1, 1.04, -0.004, [0.0, 0.0, 0.0, 0.0], [1, 0.8, 0.6, 0.5], [0.199, 0.587, 0.114, 0.0]];
//_hndl ppEffectCommit 0;
 
//Zombie View 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1, 0.75, 0, [-3.16, 5, 5, 0],[-4.3, 5, 5, 1.28],[-2.96, 5, 5, 5]];
//_hndl ppEffectCommit 0;

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Thanks but i expected something like:

 

and i dont know how to make this from

 

if i only use the above code in the executed sqf nothing changes and no erros apear in RPT.

 

sorry i misunderstood you, disregard what i said ... i think you can find the default ones in the settings for camera.sqs

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used this one once

 

//Zombie View 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1, 0.75, 0, [-3.16, 5, 5, 0],[-4.3, 5, 5, 1.28],[-2.96, 5, 5, 5]];
//_hndl ppEffectCommit 0;

 

 

Everything turned red. Like, everything. I'd hate to be a zombie that way :(

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used this one once

 

//Zombie View 
//_hndl = ppEffectCreate ["colorCorrections", 1501];
//_hndl ppEffectEnable true;
//_hndl ppEffectAdjust [ 1, 0.75, 0, [-3.16, 5, 5, 0],[-4.3, 5, 5, 1.28],[-2.96, 5, 5, 5]];
//_hndl ppEffectCommit 0;

 

 

Everything turned red. Like, everything. I'd hate to be a zombie that way :(

 

Yeah some of those are very tough to look at for any extended amount of time. I tried the zombie corrections and ended up seeing everything in some weird technicolor for half an hour afterwards lol

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