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?
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.
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.