Hdr

Discussion in 'Mapping Questions & Discussion' started by Ezekel, Dec 31, 2008.

  1. Ezekel

    Ezekel L11: Posh Member

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    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?
     
  2. YM

    aa YM LVL100 YM

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    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.
     
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  3. Ezekel

    Ezekel L11: Posh Member

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    thanks youme
     
  4. Ezekel

    Ezekel L11: Posh Member

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    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.
     
  5. Laz

    Laz L7: Fancy Member

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    that's a weird one?
     
  6. Void

    aa Void Local Man Unable To Map, Sources Say

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    Perhaps an entity mix up? It may think the 3rd Cap point is the Final and changes maps.