Tajin 349 Posted June 22, 2009 (edited) Hi, since there is no documentation available for this yet, lets help ourselves. Here is a list of all the ppEffects I know so far. If anyone knows any effects not listed here, please share them with us. "colorCorrections" ppEffectAdjust [brightness, contrast, gamma, [R, G, B, multiplier], [R, G, B, multiplier], [R, G, B, multiplier]]; Cant give a more detailed description on the rgb-values, you'll have to play around with them a bit. First pair seems to add a tint, second is general colorbalance and the last pair is some sort of filter. But see for yourself. "dynamicBlur" ppEffectAdjust [blur]; Full screen blur "radialBlur" ppEffectAdjust [blur_x,blur_y,start_x,start_y]; Blur with seperate x,y values, wich fades away at the center of the screen. "filmGrain" ppEffectAdjust [strength, alpha, scale, blend-light, blend-dark, <boolean>no idea what this is for]; ... well, cool for camera/Tv effects "colorInversion" ppEffectAdjust [R, G, B]; name says it "chromAberration" ppEffectAdjust [amount_x, amount_y ,<boolean> exponential ?]; this baby seems to shift the the color channels apart from each other, good for erm.... any sort of drug-effect. "wetDistortion" ppEffectAdjust [?]; Water-effect Thats that. Now as a goodie, I'll also post some ppEffect settings im using as examples. Should give you an idea of what is possible. My favourite: "colorCorrections" ppEffectEnable true; "chromAberration" ppEffectEnable true; "radialBlur" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [1.5,-1,-1.5,0.5], [5,3.5,-5,-0.5], [-3,5,-5,-0.5]]; "colorCorrections" ppEffectCommit 1; "chromAberration" ppEffectAdjust [0.01,0.01,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [0.02,0.02,0.15,0.15]; "radialBlur" ppEffectCommit 1; Turns your screen into an colorful infrared vision, blue=cold, yellow=hot... only that it doesn't actually show heat, it is still based on brightness but nevertheless it looks cool and with a bit of scripting an true IR-effect can also be achieved. We all know this, don't we ? Anyway its a bit of an change to the regular FLIRs out there :) "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.1, -1, 0.1, 0.05, 2, false]; "filmGrain" ppEffectCommit 1; "colorCorrections" ppEffectAdjust [1, 0.75, 0, [0.8,0.9,1,-0.1], [1,1,1,2], [-0.5,0,-1,5]]; "colorCorrections" ppEffectCommit 1; Stalker anyone ? This may need some adjustments, contrast is a bit too high. It adds a bit of grain and gives everything a reddish tint aswell as more contrast. Now, go ahead surprise me, I wonder if there are any effects out there I've not yet came across. :rolleyes: Edited June 26, 2009 by Tajin Share this post Link to post Share on other sites
Mr-Murray 0 Posted June 22, 2009 Thaks Tajin I already used it very successful in the past but I don´t know sth. about the array parts. That´s a really great documentation!!! Thanks for it!!! Kind regards, Mr-Murray Share this post Link to post Share on other sites
mattxr 9 Posted June 22, 2009 high contrast postprocess added //high contrast postprocess added //sleep 0.01; //"colorCorrections" ppEffectAdjust [1, 0.9, -0.002, [0.0, 0.0, 0.0, 0.0], [1.0, 0.6, 0.4, 0.6], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectEnable true; Blue color corrections added (movie night style) // Blue color corrections added (movie night style) //sleep 0.01; //"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 0.6, 1.8, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; "colorCorrections" ppEffectEnable true; //color corrections // sleep 0.01; // "colorCorrections" ppEffectAdjust [1, 0.8, -0.002, [0.0, 0.0, 0.0, 0.0], [0.6, 0.7, 0.8, 0.65], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectEnable true; Share this post Link to post Share on other sites
soul_assassin 1750 Posted June 22, 2009 (edited) Trying to use this for faux-IR. Thnx for the info guys! Edit: ChromAbberation : http://en.wikipedia.org/wiki/Chromatic_aberration Edited June 23, 2009 by Soul_Assassin added chromatic abberation Share this post Link to post Share on other sites
dmarkwick 261 Posted June 23, 2009 Thanks for the info Tajin, I was looking for this only yesterday :) Share this post Link to post Share on other sites
Cyborg11 10 Posted June 23, 2009 (edited) Does anyone know how i can get the standard effect back? Want to cancel the IR but i can't do that ^^ EDIT: Found out: "colorCorrections" ppEffectEnable false; "chromAberration" ppEffectEnable false; "radialBlur" ppEffectEnable false; Edited June 23, 2009 by Cyborg11 Share this post Link to post Share on other sites
soul_assassin 1750 Posted June 23, 2009 or: ppEffectDestroy _ppColor; assuming you assigned the effect the variablename _ppColor in the first place like so: _ppColor = ppEffectCreate ["ColorCorrections", 1999]; Share this post Link to post Share on other sites
Tajin 349 Posted June 26, 2009 added "wetDistortion" to the list, parameters will be added later Share this post Link to post Share on other sites
IndeedPete 1038 Posted July 1, 2009 Maybe I'm stupid, but i can't get the "dynamic blur" working. Could someone explain me step by step how to use it? Thanks in advance! Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 2, 2009 "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [5]; "dynamicBlur" ppEffectCommit 1; Should make your world very blurry. Share this post Link to post Share on other sites
IndeedPete 1038 Posted July 6, 2009 Thanks, works great! Share this post Link to post Share on other sites
Lor 0 Posted July 11, 2009 (edited) Has anyone been able to figure out what the arguments are for wetDistortion? Edit: I found an example of it in the BIS scripts, but can't seem to get it actually do anything, no matter what I change the numbers too: "wetDistortion" ppEffectEnable true; "wetDistortion" ppEffectAdjust [0.5, 0, 0, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; "wetDistortion" ppEffectCommit 0; "wetDistortion" ppEffectAdjust [0.5, _effectPower, _effectPower, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; "wetDistortion" ppEffectCommit 5; The two zeros in ppEffectAdjust are "effect power" apparently, so they probably need to be non-zero for the effect to happen, but I can't quite get it to show up. Double Edit: You need to have your post-processing option in Video Options set to at least "Low" to see this one, but the code above does work - replace _effectPower with 5 and try it out! Edited July 11, 2009 by Lor Share this post Link to post Share on other sites
Tajin 349 Posted July 11, 2009 Thanks Lor, maybe we can work out what the specific values are for. Share this post Link to post Share on other sites
Lor 0 Posted July 11, 2009 I've been playing around with it for a while - here's what I have so far: "wetDistortion" ppEffectAdjust [ strength of sharpen edges/blur effect Strength of effect at TOP of screen Strength of effect at BOTTOM of screen Speed of left-right wobble ?? Speed of up-down wobble ?? Amount of left-right wobble ?? Amount of up-down wobble ?? Strength of weird frosted-glass effect (0 = off) ?? ?? ?? ] Share this post Link to post Share on other sites
BadAss -Mapfact.net- 0 Posted August 10, 2009 (edited) Thank you very much for the explanations and examples, really looking good and really adds to the atmosphere. But what about the ppEffectCommit command. It doesn't seem to work here. Is it just me or can some one confirm a problem? Here's what I tried, simple enough: "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 0.8, -0.002, [0.0, 0.0, 0.0, 0.0], [0.6, 0.7, 0.8, 0.65], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 12; It switched perfecly into the new color setting (one of the above samples) but it does it immediately and not progressivly in the time of 12 seconds! Probably I am doing something wrong, but don't know what, yet. :rolleyes: EDIT: sorry, guys. I got it working now: _ppColorC = ppEffectCreate ["colorCorrections", 0]; _ppColorC ppEffectEnable true; _ppColorC ppEffectAdjust [1, 0.8, -0.002, [0.0, 0.0, 0.0, 0.0], [0.6, 0.7, 0.8, 0.65], [0.199, 0.587, 0.114, 0.0]]; _ppColorC ppEffectCommit 20; Edited August 10, 2009 by BadAss [Mapfact.net] Solution found Share this post Link to post Share on other sites
thasundancekid 10 Posted November 6, 2009 (edited) OK, how do i add this to, say... "Armory" or user made mission like "Chiper"? Or anywhere else? Have been looking for this since release of arma 2 :-) EDIT: Ok i solved it for the mission "Cipher"! Here comes a short dummy explenation for anyone who wants to try it and are not as bright as the one posted before me... Unpack Ciphers PBO and open the file "init.sqf" in notepad. Add the lines: "colorCorrections" ppEffectAdjust [1, 0.9, -0.002, [0.0, 0.0, 0.0, 0.0], [0.6, 0.6, 1.8, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; "colorCorrections" ppEffectEnable true; anywhere in the file and save, then repack the folder to a PBO again... This will give the nice cold blue touch to the game! Edited November 8, 2009 by ThaSundancekid Share this post Link to post Share on other sites
dead kennedy 124 Posted November 17, 2009 OFP1 gamma :)) "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 1.4, 0.6, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; "colorCorrections" ppEffectEnable true; Golden autumn "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1.8, 1.8, 0.3, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectEnable true; Share this post Link to post Share on other sites
Przemek_kondor 13 Posted November 17, 2009 Cool! Nice filters. Big problem is lack of documentation about parameters. So we have to playing with this blindly. I've created mission which allows you to play with colorCorrection filter (using sliders to find interesting values): colorCorrection viewer mission Usage: -run the mission -call proper radio -click "enable" button -move sliders and find interesting filter ->on hint you will see current parametrs (you can also save them in arma2.rpt file via proper button) -remember than most of the combination are black, so don't give in if you don't see anything - maybe start with values which were posted above Some screenshots: OFP:DR filter: hell filter: other: Unfortunatelly documentation for colorCorrection filter is insufficient so propably ranges of values aren't correct. Share this post Link to post Share on other sites
Jelliz 10 Posted November 17, 2009 Przemek_kondor thats a fantastic example mission! Think about what would have happened to Arma 2 usermissions if it was released in the 60's:P EDIT: no sarcasm intended!! Share this post Link to post Share on other sites
Dwarden 1125 Posted November 17, 2009 Cool! Nice filters.Big problem is lack of documentation about parameters. So we have to playing with this blindly. You must missed this : http://community.bistudio.com/wiki/Post_process_effects which i posted about here in this sticky http://forums.bistudio.com/showpost.php?p=1432743 and also there in this sticky or still missing something? specify what more You want to know and need why :) http://forums.bistudio.com/showpost.php?p=1433456&postcount=7 Share this post Link to post Share on other sites
Przemek_kondor 13 Posted November 18, 2009 (edited) Parameter Meaning Typ Rangepar0 brightness float [0,1] par1 contrast float par2 offset float par3 - par6 blend color (R,G,B,A) float par7 - par10 colorize color (R,G,B,A) float par11 - par14 colorize color (R,G,B,A) float I didn't miss that, but: -what are ranges for other parameters than brightness (now I'm using [-5, 5] but most of them propably use [0,1] but I don't know) -what is final color equation? We can assign some values to those parameters, but we don't know what we should expect What I noticed is only something like: [finalColorR + A1*R1, finalColorG + A1*G1, finalColorB + A1*B1] but dunno what about second and third rgba arrays. The description "colorize color" is too brief (at least for me). First thing I thoug was something like: finalColor = [R1*R2 + (1-R1)*R3, G1*G2 + (1-G1)*G3, B1*B2 + (1-B1)*B3, A1*A2 + (1-A1)*A3] but I's not proper equation Edited November 18, 2009 by Przemek_kondor Share this post Link to post Share on other sites
Oleg-Russia 10 Posted November 23, 2009 How do i set this code lines and where , in game icon properties (don`t think so)? Any help in installation ?:) Share this post Link to post Share on other sites
VanhA-ICON 11 Posted November 25, 2009 "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [5]; "dynamicBlur" ppEffectCommit 1; Should make your world very blurry. I got a funky idea to add this in a mission where players start as "drunk" and they need to get to a heap of backpacks to get some coffee. The addAction in there makes them sober again ("ppEffectEnable false"). However... as people never read briefings, my friend was puzzled by the effect and managed to disable it with headbob key :confused: How the hell could I prevent a player from doing that? Possibly impossible but if anyone has ideas I'd be grateful. It fucks up my whole idea in it. :( Share this post Link to post Share on other sites
chris330 0 Posted November 25, 2009 Good thread, good ideas! Share this post Link to post Share on other sites
Przemek_kondor 13 Posted December 11, 2009 @Dwarden: so what are the all params' ranges? [0, 1]? Share this post Link to post Share on other sites