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[mapping] Post Effect Options

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This is for people who wish to take their maps to another level, by enabling the post effect options in the C&C3 World Builder. Keep in mind that this is just a brief description of the settings, the best way to find out what does what is to try it out yourself.

There are 4 types of post effects;
    DistortionPostEffect - I have no idea what this does.

    BloomPostEffect - This is self explanatory, if you don't know what it is turn it on and play with the values.

    LookupTablePostEffect - This is similar to Bloom, although more about overall light exposure than "blooms". In order to get this working though (it'll initially be turned on showing the entire map with a pink overlay) you need to have a file named "BleachByPass_vol.tga". You can download that tga (as well as the one for LightRays) here.

    Where you download and extract the file to doesn't matter.

    Now when you click the "volume texture" select the "BleachByPass_vol.tga" file, and then scale the slider to whichever value works best (I'd suggest something low for starters).

    Here is an image of one of the settings from one of the C&C3 Red Zone maps;



    LightRaysPostEffects - This is used for the sunlight poking through the clouds on Red Zone maps. Like the lookuptable, this also requires a tga which you can get from here (its included in with the LookupTable tga I posted earlier). This tga is named "CM_RedZoneA_LightRays" and as with the previous, it doesn't matter where the file is actually located.

    Again here is an image showing the settings EA used for Red Zone maps;

Hope that helps those of you wishing to create Red Zone maps. smile.gif

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Hmmm, Im having trouble getting the TGA file for the clouds to work with the map. The bleach one worked but the cloud one isnt. Even if I select the file in the settings it doesn't change. Does Select cloud texture in the edit menue have something to do with this? But even when I click that a window pops up with just the words Ok and nothing more.

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similar to the tga's above...you need some for the tiberium mist river option

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FYI, I'm quite sure that you don't need the actual tga's, since the wb doesn't read the ones you select...it reads the ones from the big's. Thus you could just rename a text file to the proper name and it would work just the same as having the true tga directed.

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Thanks for this. Strangly my comp froze twise when playing with the light rays settings and I have a powerfull comp so be carefull.

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For the water shaders, create files (contents don't matter, they will get read from the BIG files) called CnC3_oceanA.w3x, CnC3_bayA.w3x and CnC3_calmA.w3x. Then use one of those files in the worldbuilder ocean/lake dialog.

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LookupTablePostEffect - This is similar to Bloom, although more about overall light exposure than "blooms". In order to get this working though (it'll initially be turned on showing the entire map with a pink overlay) you need to have a file named "BleachByPass_vol.tga". You can download that tga (as well as the one for LightRays) here.

 

Hi where can i download the file named "BleachByPass_vol.tga"? I'm really having a hard time. Hope you'll reply. Thanks!

 

Regards,

carlajons

Disque dur multimedia

 

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