Hdr light too bright. Created 8 years ago2016-05-02 18:54:34 UTC by keevlicious keevlicious

Created 8 years ago2016-05-02 18:54:34 UTC by keevlicious keevlicious

Posted 8 years ago2016-05-02 18:54:34 UTC Post #330025
Hello,

Got a problem. I have a building in the middle of the map. It has doors so you cant watch outside. If u go outside, then the sky box will be very bright for 2 seconds and then it turns to normal
.. its so annoying if u look up, it goes bright, then look down and its normal again. It happens everytime when i go out and inside...

How can i fix it? Do i need to edit my light envirement or add cubemaps to the doors? Idk...
Posted 8 years ago2016-05-03 16:38:45 UTC Post #330032
You might want to fine tune your tonemap settings. In Hammer, create an env_tonemap_controller entity and name it something. Then, in-game, use the command ent_fire <env_tonemap_controller name> SetAutoExposureMax/Min to set the tonemap settings to something that looks good. Then back in Hammer, create a logic_auto that fires the ouptuts with the values you set in-game.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-04 13:35:19 UTC Post #330034
Hm, I dont get it to work. Heres a video how I do this... No different if I change the Min and Max... I just want when you move outside, it doesnt goes bright and If u look down, and up again, it should stay normal...

https://www.youtube.com/watch?v=8bdQChNgL2I
Posted 8 years ago2016-05-04 14:52:08 UTC Post #330036
Well, it is intended behaviour. HDR is supposed to represent the way our eyes adjust to changes in brightness. What you could try to do is make it less obvious by using the SetToneMapRate input to something low, like 3. This will make changes happen slower. You can also try to set the min and max values much closer, for example: Tonemap scale max = 1.1, min = 1.0
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-04 15:17:44 UTC Post #330038
I found a good value. Now i created a logic_auto > Outputs:

My Output: OnMapSpawn > Target: bright > Target Input: SetAutoExposireMin 1.1
My Output: OnMapSpawn > Target: bright >Target Input: SetAutoExposireMax 1.3

I did this. So he will fire this output on every MapSpawn once? Should this work or should i fire this on every Round Start? What is better for performance?
Posted 8 years ago2016-05-04 15:19:14 UTC Post #330039
It shouldn't affect performance to change the HDR values. I don't really know how map resets work in CS:GO, but I think if you don't plan to change the HDR values during the rounds, setting them at map spawn once should work. I hope this helped!
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-04 15:22:24 UTC Post #330040
Hm... I dont even know what that means. So he will just SET the tonemap to this value? So u can change it with commands? (noone will do this lol) So i dont have to fire it on every round.
Posted 8 years ago2016-05-04 15:48:02 UTC Post #330041
Yes. If the logic_auto fires an output to change any of the tonemap settings, it will stay that way. If you suspect someone will tamper with the tonemap values mid-round, it might be a good idea to make it fire every round. Either way, there's probably no difference. Just have a logic_auto set up with this output:
Output name: OnMapSpawn
Entity to target: <env_tonemap_controller name>
Input: SetAutoExposureMax/Min
Parameter override: The values you have found through testing

That should work. If you still think it doesn't look very good, just tamper around with the various inputs the env_tonemap_controller have until it looks good.
Dr. Orange Dr. OrangeSource good.
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