Discussion in 'Tutorials & Resources' started by FaTony, Aug 4, 2008.
No tutorial for you.
Hasn't this already been posted multiple times?
Ah well, it's easy to find this way, people don't have to go digging through threads.
You might want to add that the logic_auto should target your env_tonemap_controller which you named "tone1".
You kinda rushed/missed that last bit.
While your tutorials are informative they are not very indepth. The more advanced users understand what you are saying but i am not sure a beginner will fully appreciate all the sections of this process you are "skimming" over.
Since I just used this I'll give it some explaination.
You have to already have the tonemap controler in your map to start with and if you think the HDR isn't dynamic enough, or is too dynamic or is simply burning your retinas then here's what to do:
In your console turn on cheats (sv_cheats 1) and then use these three commands and simply tweak the value afterwards:
ent_fire tonemap_global SetAutoExposureMin .6
ent_fire tonemap_global SetAutoExposureMax 1
ent_fire tonemap_global SetBloomScale .3
Make sure you use the name of your tonemap controller entity in the place of tonemap_global.
Heres what each does:
SetAutoExposureMin sets the minimum level of light it will allow into your simulated eye, SetAutoExposureMax is the opposite, the maximum amount of light it will allow into your simulated eye, the further these two values are appart the more dynamic the range, so .9 and 1.1 respectively will be almost static, you'll never ever see it change, but .5 and 1.4 will have a very noticable change between light areas and dark areas.
The last one is what controls the thing called 'bloom' and using anything much over .5 for TF2 is a mistake. It will make all the normaly bright areas in the map have a surreal kind of glow, all the time. setting it to 0 will remove all glow totally, I find .3 ish is roughly right for TF2.
once you've found a set of values that work nicely scribble them down somewhere and return to hammer.
Find your logic_auto (or make one now) and set the following outputs:
onMapSpawn | Tonemap_global | SetAutoExposureMin <value>
onMapSpawn | Tonemap_global | SetAutoExposureMax <value>
onMapSpawn | Tonemap_global | SetBloomScale <value>
and you're done :thumbup1:
This question is slightly relevant to the topic. When in the course of you map should you but in HDR lighting, and should you have it in you map if you want it to be tested in gameday?
Well, if you have an enviro light entity in your map it can be compiled with HDR.
But I don't think there are hard fast rules. I'd probably say:
Alpha/dev tex maps. Why spend time on long compiles to make it look really nice, so no HDR needed.
Beta, depends at what stage you call your map beta and how much testing you do before moving to final/rc versions.
1st beta is probably textured and gameplay is pinned down. If gameplay isn't pinned down 100% then probably no HDR needed. You'll probably be adding/removing/moving lights so lighting is gonna chnage anyway.
HDR does look better, so if you have time it might not hurt. Early betas maybe, later betas probably.
RC, deffinately. Everything needs to be as complete and polished as possible before a map is designated RC. So when you are testing this version you are testing the 'final' version. HDR a must.
I can't remember off-hand, but is there an extra importance when using cubemaps and hdr?
Do all valve maps use the same tonemaps?
no, their values differ by around +/- .3 from those at the top here.
Separate names with a comma.