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屏幕效果浏览器

浏览全部 1,101 个 timecycle modifier 和 252 个 animpostfx 效果,查看它们设置的精确数值、我们自己渲染的前后对比预览,以及现成的 SetTimecycleModifier 和 AnimpostfxPlay 代码片段。

这个工具和它的说明目前是英文的。

参考资料Timecycle, animpostfx, Postfx查看文档

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What these two lists are

A timecycle modifier is a named set of overrides on the running timecycle: light colour and intensity, ambient, fog, exposure, the filmic tone curve, colour correction, vignette, grain, blur and so on. You switch one on with SetTimecycleModifier("name") and it stays on until you clear it. It is what most servers use for interiors, for a drunk or drugged state, for a night vision look, or just to make an area feel different.

An animpostfx effect is a stack of those modifiers with timing on top: each layer has a start delay, a fade in, a hold and a fade out, and the stack can loop. You play one withAnimpostfxPlay("name", 0, true). The character switch flash, the death fade, the race boost streaks and the drug trips are all animpostfx.

Using a timecycle modifier

-- client side
SetTimecycleModifier("CAMERA_BW")
SetTimecycleModifierStrength(0.6)   -- 0.0 to 1.0, blends it back towards normal

-- and to put it back
ClearTimecycleModifier()
  • Only one modifier is active at a time. Setting a second one replaces the first.
  • SetExtraTimecycleModifier("name") and ClearExtraTimecycleModifier() give you a second slot that stacks on top of the first.
  • Strength is a blend towards the timecycle that was running, so 0.0 looks like no modifier at all and 1.0 is the full values in the table.
  • Modifiers are client side and per player. Set them on the client of the player who should see them.

Playing an animpostfx effect

AnimpostfxPlay("SwitchHUDIn", 0, true)   -- 0 = the effect's own duration, true = loop

AnimpostfxStop("SwitchHUDIn")
AnimpostfxStopAll()

if AnimpostfxIsRunning("SwitchHUDIn") then
    -- ...
end
  • Pass 0 as the duration to use the layer timings shown in the detail view. A number overrides them, in milliseconds.
  • A looping effect runs until you stop it. Always pair a loop with an AnimpostfxStop so the player does not get stuck with it.
  • A few effect names in this list could not be recovered from the game files and are shown as their hash. Those are still playable by hash in some frameworks, but there is no readable name to type.

About the previews

The pictures are ours, not screenshots of the game. We render three fixed views out of the map, once with the game's clear noon lighting and once again with the effect's values applied, then put the two halves side by side. Light and ambient colour and intensity, fog colour, density, start and far clip, exposure, the filmic tone curve, colour correction and colour shift, saturation, the screen gradient, vignette, grain, scan lines, chromatic aberration, lens distortion, bloom, blur and depth of field and the night vision curve are drawn. Everything else a modifier sets (shadows, ambient occlusion, reflections, water, streaming distances, heat haze, god rays, light directions, weather and particle switches) is listed in the parameter table and left out of the picture.

Treat a preview as a hint about the direction an effect pulls the image in, not as a match for what your server will look like. The parameter tables, the layer timings and the names are exact: they are read straight out of the game files.

Where the values come from

Timecycle modifiers live in timecycle_mods_1.xml to timecycle_mods_4.xml inside the game, and several DLC packs ship their own copy of timecycle_mods_1.xml. When the same name is defined more than once, the pack that loads last wins, and that is the copy shown here; the detail view says how many earlier files also define it. animpostfx effects come from animpostfx.ymt.