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Old 06-08-2012, 08:25 PM   #1
GrOXoS
 
 
 
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Exclamation Colorcorrection & PostProccesing are NOT the problem... Let's see (Download incl)

Well... because my map doesnt want to work with some shadows problems.. I've started tweking the light_enviroment entity's options .. And I found some cool stuff


I've downloaded some time ago a pack with all the official maps decompiled.I always hated the unsatured colours on the cs:go's maps .. I took my favourite but most unsatured game and I discovered something.


The problem of the maps are not based on the color_correction or post_proccesing effects... all is because the "bad" light_enviroment configuration, here some images about what i'm talking about....


This is the Light_enviroment from CS:GO's de_dust2

http://img94.imageshack.us/img94/2626/22450948.png

--------------------------------------------------------------


And now... I've cutted the T spawn from that map and used the CSS light_enviroment's Configuration ... Just that.. I didnt add anything else or removed fog .. nothing just changed 3 lines , and the result are these




Here is the configuration i used for the light_enviroment

http://img109.imageshack.us/img109/6577/66823826.png


------------------------------------------------

So .. as you can see.. even with color_correction ON the map still looking warmen and colourful
Now I am wondering ,Why did valve use those ugly configuration on his maps? Is not realistic and the maps looks cold :/


What do you think and wich is better?

-------------------------------------------------------------

Trying some new configuration i found this one the best .. is not too bright but is not to dark

http://img521.imageshack.us/img521/5...ust2d20008.jpg
http://img705.imageshack.us/img705/9...ust2d20009.jpg
http://img232.imageshack.us/img232/2...ust2d20010.jpg
http://img826.imageshack.us/img826/5...ust2d20011.jpg

Quote:
Light_enviroment

Brightness 233 225 201 700
Ambient 241 228 190 250

Download de_dust2 Test Map here


Updated ... de_inferno tweaked


With sv_cheats 1 , mat_colcorrection_forceentitiesclientside 1 , fog_enable 1 , fog_overrido 0
http://img194.imageshack.us/img194/2...ernod20000.jpg
http://img209.imageshack.us/img209/4...ernod20001.jpg
http://img526.imageshack.us/img526/4...ernod20002.jpg
http://img39.imageshack.us/img39/128...ernod20003.jpg

I've tried to make it look more like 1.6 and also make easier to see enemies ..
One thing i've discovered... the VIGNETTES are as EASY to delete to the devs as CHANGE THIS 3 COMMANDS (start , end , blur ) in the map editor.


http://img42.imageshack.us/img42/8529/50522861.png

Just selecting 0 in these 3 parameters the vignettes are gone... I dont know why they like them as much to keep them even we everybody hate them ¬¬


Download de_inferno Test Map here

Quote:
Light_enviroment
Pitch Yaw Roll 0 345 0
Pitch -65
Brightness 252 227 182 500
Ambient 254 223 160 200
Quote:
Map Properties

SkyBox Texture Name: sky_cs15_daylight03_hdr
--------------------------------------------


PS:I didnt make the map complete because when i tried to compile it , it shows me an error "Memory overflow" :P ..
PS2: How can i put direct image on these forums? thanks
PS3: My english is pretty bad , i know.. is not my native language

Last edited by GrOXoS: 06-09-2012 at 12:17 PM.
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Old 06-08-2012, 08:33 PM   #2
LittleFo0t
 
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I actually like the "colder" grey, rather than the brown/yellow. Although, what I want is all the primary colors the pop! and the fog to be removed or decreased further so we can see the colors.
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Old 06-08-2012, 08:33 PM   #3
Fronte
 
 
 
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nice job, i like the map with ur command and it see very nice

maybe valve want to put it into the game
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Old 06-08-2012, 08:37 PM   #4
wombo194
 
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The post processing in fog isn't a problem in every map except aztec. That map is blurry, foggy and loud.
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Old 06-08-2012, 08:53 PM   #5
tehMITCH
 
 
 
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It looks more colorful, but also more brighter/unrealistic.
I sure do think they should do some tweaking to it though, thanks for pointing this out.
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Old 06-08-2012, 09:17 PM   #6
GrOXoS
 
 
 
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Yes.. i know maps like aztec have a lot of stuff... but these two in particular (dust and dust2) are unsatured because the ambient light..


I've update the first post with some images with what i think are the correct parameters for the light_enviroment .. Check them
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Old 06-08-2012, 09:21 PM   #7
Warboss Choppa
 
 
 
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It's got potential but I don't like the game getting even more darker. It's hard enough to see players for me.
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Old 06-08-2012, 09:50 PM   #8
GrOXoS
 
 
 
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Quote:
Originally Posted by Warboss Choppa View Post
It's got potential but I don't like the game getting even more darker. It's hard enough to see players for me.
Nono.. it is brighter than the actual de_dust2 bust darker than the first images i uploaded

Look .. actually the cs:go dust2 has 500 and 185 of brightnes.. while im using 700 and 250.

That make the map brighter but not unrealistic and also more colorful
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Old 06-08-2012, 09:55 PM   #9
CombustableLems
 
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that light environment tweak you made made cs:go's de_dust 1000% more good looking! valve should use that kind of style instead of the depressing grey filter the game is full of
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Old 06-08-2012, 09:57 PM   #10
Warboss Choppa
 
 
 
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I would love the game to look like that on Dust and Dust2, but I don't like the Wild West tint. If you make the textures look that way without shading the whole game yellow tinted I would purchase the finest prostitute for you.
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Old 06-08-2012, 10:05 PM   #11
Roessler89
 
 
 
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Quote:
Originally Posted by Warboss Choppa View Post
I would love the game to look like that on Dust and Dust2, but I don't like the Wild West tint. If you make the textures look that way without shading the whole game yellow tinted I would purchase the finest prostitute for you.
Haha mate, if he gets it right, i'll chuck im for that as well
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Old 06-08-2012, 10:10 PM   #12
CombustableLems
 
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Quote:
Originally Posted by tehMITCH View Post
It looks more colorful, but also more brighter/unrealistic.
I sure do think they should do some tweaking to it though, thanks for pointing this out.
i personally think valve should use the OP's configuration
and look at this and tell me the OP's configuration is unrealistic: http://www.imagesofanthropology.com/...airo_Egypt.jpg

basically what I'm trying to imply is, theres nothing wrong with warm colors, i dont get why most "high end" graphics games use such desaturated tints and filters (especially bf3's blue and orange filter) i mean its one thing to have a great graphics engine, its another to have great looking designs and environments

crysis, for one, has colorful environments and it has one of the most realistic graphics to date

css had colorful environments and many are fine with it; sure 1.6 had yellow tints everywhere but i have good confidence people can get used to the source-style light environment, i mean most maps are built from source counterparts

Last edited by CombustableLems: 06-08-2012 at 10:13 PM.
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Old 06-08-2012, 10:14 PM   #13
Warboss Choppa
 
 
 
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Quote:
Originally Posted by CombustableLems View Post
i personally think valve should use the OP's configuration
and look at this and tell me the OP's configuration is unrealistic: http://www.imagesofanthropology.com/...airo_Egypt.jpg

basically what I'm trying to imply is, theres nothing wrong with warm colors, i dont get why most "high end" graphics games use such desaturated tints and filters (especially bf3's blue and orange filter) i mean its one thing to have a great graphics engine, its another to have great looking designs and environments

crysis, for one, has colorful environments and it has one of the most realistic graphics to date
Maybe cold colors make it look like things are more defined. Warm colors are exactly what they are named, warm. They throw off color like fire, cold seem more.... AHG I can't explain it. Cold colors don't throw off color and seem more stationary and confined.
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Old 06-08-2012, 10:18 PM   #14
CombustableLems
 
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Quote:
Originally Posted by Warboss Choppa View Post
Maybe cold colors make it look like things are more defined. Warm colors are exactly what they are named, warm. They throw off color like fire, cold seem more.... AHG I can't explain it. Cold colors don't throw off color and seem more stationary and confined.
the only map that should look cold is office, the warm colors never through me off in source, not even on maps like militia; i mean i've seen real foggy maps in css, but i could still determine enemys from allies
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Old 06-09-2012, 09:16 AM   #15
GrOXoS
 
 
 
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Quote:
i was trying to make it less "yellow" but i dont think i could.. because almost every texture used on dust maps are practcly white or grey... so the only way to make them look like a desert is making the light_enviroment look "yellow" .. like i said before i think the last images are the best choice now.. but i want someone else try to perfect it

I've added a download link to you can see ingame what i made..
check the first post.. is just a piece of T Spawn
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