Alright, let's get started.
Firstly, we have our blank scenario:

-A BSP file
-Scenario
-A sky set
-Bitmap
-Whatever else you need.
Now, here is the new objects you will be experimenting with:
.effect_postprocess_collection.project_yellow.project_yellow_globals.tag_collectionIn guerilla, click file>new>project_yellow

If you experiment in here, there is some things you can edit (As far as I know) but we do not need to experiment to add post proccessing, so save it.


To keep it organized, I recommend you save it as: "MapName-Extension" in your levels folder.
Now, create a "Project_yellow_globals" file

You can do some more experimenting in here, but we're going for the PP. Save this now.

I recommend you save it as "MapName-Globals" in your levels folder.
Now, your going to hook the "Project_yellow_globals" into the "Project_yellow" file.
Click the 3 ... next to the "yelo globals" in the file "Project_yellow" file.

Navagte to where you saved the globals, then click it. It should hook in now.

Now your extension should be all set up. There is alot of feautures located in these 2 files, so feel free to experiment.
NOW onto setting up the visual effects OpenSauce 3.0 comes with.Step 1: Start by clicking file>new>effects_postprocess_collection
Step 2: Now click ADD(1)
Step 3: then the three dots(2).
(Refer to the picture below for steps 2 & 3)
Step 4:Navagate to this folder:
tags>postprocess>effects.
Step 5: Click "Visr example.effect_postprocess_generic"

Now repeat steps 2-4, but this time, click on "sepia blue example.effect_postprocess_generic"
It should look like this now:

If you can't see it well, there's 2 different effects now.
Select each one, and name them whatever you want in the "Name" section.
Almost there! hang in there guys!
Now, in "Effect instances, click "Add" TWICE! One for the VISR, and one for the sepia blue.
Now, this is really important. It starts with 0,1, going to how many effects you have. Since we have added VISR in first, and sepia second, it thinks
like this now:
0 - VISR
1 - sepia
Let's say we added in 3 new effects, the third one would be "green" the fourth one would be "red" and the fifth one would be "brown". How would it think
then?
Like this:
0 - VISR
1 - sepia
2 - green
3 - red
4 - brown
Now, those effects dont exist, I just made that example so you can understand how it works.
Now, back to it's original thinking pattern:
0 - VISR
1 - sepia
Under effects instances, name the first one in order VISR, and the second one in order sepia(1), and then change the effects to match
what you named them(2). I have no idea what the "Render stage" is (KIRBY DEFINE THESE FOR ME! :D) so I just normally set it to the third
option (after alpha'd faces - before hud)(3) (I color coded it so even altheros can understand it! :D)

Now save your tag as "MapName - pp"

Now finally, click file>new>tag_collection

Now click "add" and then navagate to your "effects_postprocess_collection" tag you JUST made by clicking the 3 ... (Mapname-pp)

Now save your tag collection as "MapName - tagcollection" in your level's folder.

Now you have to hook it into your "Project Yellow" file, and then hook that into your scenario, then your ready for compiling. Open your "Project
Yellow" file.

Click the 3 ... next to "Scenario explict refrences", and navagate to your "MapName - tagcollection file. It should look like this now:

Now open your original scenario file,

and up top where it says "project yellow defintions", navagate to your "Project Yellow" file.

Click file>save all. Populate how you want it, but now it's compiling time.
Open tool, and type:
os_tool build-cache-file-ex MapName true true true {Navagation}
Ex: C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>os_tool build-cache-f
ile-ex nicks_testmap2 true true true levels\alpha_tutorial\nicks_testmap2
What each function means:

1 - modname (mapname)
2 - first true (idk what it does)
3 - second true (idk what it does)
4 - third true (compiles over the map limit)
5 - directory
Hit enter, and it'll compile as a .yelo file with a data_files w/ 3 maps in it.
Now load CE, and both PP effects should be on.
How to turn them off:
Remember how it thinks?
0 - VISR
1 - sepia
pp_set_effect_instance_active is the command that toggles post processing.
pp_set_effect_instance_active 0 0 turns off VISR
pp_set_effect_instance_active 0 1 turns VISR on.
pp_set_effect_instance_active 1 0 turns sepia off
pp_set_effect_instance_active 1 1 turns sepia on.
See a pattern? The first number is the effect your identifying, and the second number is the on/off value, 0 turning it off, 1 turning it on.
Congratulations, you've set up your first OS supported map! And I wasted 2 hours of my life making this to you, so please dont troll, and point out
mistakes I made in a legit way. ((Troll, and you'll get the cinder blocks on you much like my friend R93.))
Also, sorry for the bad quality in the pictures. I hope this helps!--ODST_Nick
NOTE: The following Flood Infection tutorial does not work with Opensauce 4.0. Edited 8-14-2015Edit: The flood infection tutorial.
Firstly, open up os_guerilla.
Open your "project yellow globals" file and scroll down to "Unit infections"
Match your settings to like this:
1 - When you click add, your enabling "unit infections" into your map.
2 - This is the area where you adjust your infection forms. These units will be able to infect the other units you set.
3 - Navagate to your flood infection forms. You may add multiple units that can infect.
4 - Add your units that will be able to become infected.
5 - Infection form: Set this to your infectible unit.
Unit: Navagate to your unit that will be able to become infected & have his brains eaten alive.
6. Health thresold: DO NOT MAKE IT 0. It needs to be above 0. (So I used 0.1 :3)
7. This is the area where you edit what your unit will become. So basically, Label 4 is the current unit, and when he gets bitten by the infection forms, and has a health threshold of 0.1, then he will become what you set in label 7's parameter.
8. This is the effect of him turning into a monster to eat your brains next. Kirby told me to make a copy of the effect that I used in this demonstration, because the effect I use causes damage & could kill the flood form he is turning into.
Hope this helps!
Edited by ODST_Nick on Jan 21, 2012 at 09:06 PMEdited by Nickster5000 on Aug 14, 2015 at 11:10 PM