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Author Topic: HDR lighting  (Read 20488 times)
ChromeAngel
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« on: December 24, 2009, 10:17:36 PM »

I've been worrying about why the specularmaps on EX model textures have been shining so brightly.  On a hunch I theorized that it might be related to HDR lighting (a subset of source map lighting I had not previously bothered with).  I usually just go with the default values that Hammer puts in for the HDR properties of my maps lights.

To test my theory I copied the regular light colour to the HDR color field.   When I re-compiled the map I found the models were no longer shining brightly.  The effect does indeed appear to be caused by the default HDR lights settings in Hammer..  View the attached screenshots to see the difference this makes.

From now on, can everyone please specify the HDR color values for your lights.   Doing this will make our models appear as intended.

See reply #3 for the latest advice.


* No_HDR.jpg (120.26 KB, 1152x720 - viewed 3336 times.)
« Last Edit: January 26, 2010, 11:07:32 PM by ChromeAngel » Logged

ChromeAngel
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« Reply #1 on: December 24, 2009, 10:33:40 PM »

... continued to get around the attachment limits


* With_HDR.jpg (103.62 KB, 1152x720 - viewed 3345 times.)
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cowz with gunz
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« Reply #2 on: December 25, 2009, 01:44:42 AM »

Never really noticed that the doors were light, but hey I don't really pay attention to things that much...
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ChromeAngel
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« Reply #3 on: January 17, 2010, 01:25:02 PM »

After more research it turns out there is an easier solution.  When lighting your map with VARD run it with the -both parameter.  This will generate light maps for both LDR (old skool) and HDR (new style) in your BSP.  However you also have to build cube maps in-game for both LDR and HDR separately.

The console command "mat_hdr_level nl" where n is 0 tells Source to run in LDR mode, when n is 2 it's HDR mode.

You need to disconnect and reload the map when changing from LDR ato HDR.  I also suggest forcing it to reload the cube maps using the  "mat_reloadallmaterials" command.


WARNING: If you don't build cube maps for the HDR mode, normal mapped items like players will glow with a brilliant white light.

WARNING: If you rename the BSP file after building cube maps Source is unable to use the cube maps you built, even though they are stored in the BSP.  You'll need to re-build the cube maps with the new name.
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Battle Brother Arius
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« Reply #4 on: January 17, 2010, 02:33:14 PM »

Quote
WARNING: If you don't build cube maps for the HDR mode, normal mapped items like players will glow with a brilliant white light.

You would warn against the Emperor's blessing? 

*ahem* Sorry, but the image of Space Marine's running about slaying Tyranids with halo's of brilliant white light enveloping them sounds like something they would make a fable of!  Cheesy
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Farseer
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« Reply #5 on: January 26, 2010, 12:36:41 PM »

perhaps a visual effect after a triple kill? or a buff?
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Battle Brother Arius
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« Reply #6 on: January 26, 2010, 02:01:59 PM »

This game has buffs?
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ChromeAngel
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« Reply #7 on: January 26, 2010, 06:39:05 PM »

perhaps a visual effect after a triple kill? or a buff?
The effect is map-wide and we have no control over it at run-time.  I cannot see a practical use.
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Farseer
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« Reply #8 on: January 29, 2010, 11:48:33 AM »

i was suggesting a buff effect (if buffs would exist) or 1337 skills indicators (triple Kill!) being in the form of a white glow.
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Battle Brother Arius
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« Reply #9 on: January 29, 2010, 05:25:36 PM »

Well, like Chrome said, that wouldn't be possible since it is map wide and can't be controlled.
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Typheron
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« Reply #10 on: January 29, 2010, 06:32:22 PM »

we can do that other ways if we wanted too.
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