Hdr

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
1st off, happy new year to ya all :)

anywho, i've tried out HDR on a fully lit map that looks fine in LDR.
result was basically a case of the sky being a painfully bright white blob, and other light sources being smaller but equally bright and blobby.
i have set all HDR scales on the lights to 0.1, and it has a minor improvement for light and light spot entities, but the sky is still a painful white blob.

is there something i'm missing? like some "best result" values to use, ot is it a trial/error process with lots of light compilations?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You need an env_tonemap_controller and a logic_auto. call the tonemap controller something simple like tonemap_global

Give the logic auto the following outputs:
Output | Target entity | Input | Parameter
OnMapSpawn | tonemap_global | SetAutoExposuremin | 0.7
OnMapSpawn | tonemap_global | SetAutoExposuremax | 1.1
OnMapSpawn | tonemap_global | SetBloomScale | 0.3

Then tweak the numbers slightly depending on if you want your map slightly brighter or darker than that.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
thanks youme
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
i tried what you said, but it's had an unfortunate side effect (which even an undo won't fix)
- now whenever i cap my 3rd point (total being four), the game loads gravelpit.

i did manage to fix it by copying everything to a new map.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Perhaps an entity mix up? It may think the 3rd Cap point is the Final and changes maps.