How to Compile With HDR


Someth|ngW|cked
10-22-2005, 05:13 PM
Alright, after messing around with a few things today i figured out how to compile DODS Maps with HDR

Fallow the simple instructions

First create a new "logic_auto" entity and set it's perams to the fallowing

http://www.thelastgreatwar.com/userfolders/swicked/logic_auto_1.jpg
http://www.thelastgreatwar.com/userfolders/swicked/logic_auto_2.jpg
http://www.thelastgreatwar.com/userfolders/swicked/logic_auto_3.jpg

Now create any new point entity and change it's classname to "env_tonemap_controller" then set it's perams as fallows

http://www.thelastgreatwar.com/userfolders/swicked/tonemap_global_1.jpg

Now compile your map (I am not sure if you need to run vis for HDR to work, havn't tryed without it

Also i have not tryed compiling with a non hdr skybox texture so i am not sure what would happen if you were to do that

Ingame you should see HDR in full effect if not go into the console and type "mat_hdr_enabled 1" and "mat_hdr_level 2"

You can also try messing with the different min/max exposure levels, let me know what you guys come up with

ultranew_b
10-22-2005, 05:18 PM
Nice !!:D

If I had a vid card that supported HDR, I would test it out now. :(

josh_u[RR]
10-22-2005, 05:19 PM
sweet! oh wait...this better not delay fuzzdads release! :mad:

TheMiede
10-22-2005, 05:27 PM
Nice find!! I wish i could see the effects of hdr but my vid card is too crappy also. :( But that doesnt mean it wont be in my map.

Oh and it shouldnt postpone fuzzdads release for more than 5 minutes cuz it looks like thats all that it will take.

Someth|ngW|cked
10-22-2005, 05:32 PM
Yeah it's areally quick process

Now to get the first dod_hill_classic for source shots posted with this sweet effect ;)

Furyo
10-22-2005, 06:23 PM
From what I gathered elsewhere, there are bugs with our current executables which can't handle the lighting very well since the last update. If you build the cubemaps on your map, you'll see that the players and weapons (dynamic entities) turn pitch black very often when not lit directly by the sun (light_environment).

I'd like to see screenies of your results guys, because I don't think we have all the stuff we need. My own experiment with logic_auto after looking at anzio wasn't conclusive...

Someth|ngW|cked
10-22-2005, 06:25 PM
The only issue i am getting with this is that the cubemaps on models are fubar, they shpw up as a technicolor mess because cubemaps are rendered differently with HDR enabled and these must be something missing in the current build tools that is needed to compile the env_cubemap entites correctly to render the HDR cubemaps

TheMiede
10-22-2005, 09:28 PM
gosh damnit valve... RELEASE THE SDK!!!!

meelo
10-23-2005, 02:39 AM
Hmmm, so HDR is possible, if flawed, with the current tools hmm....

Should I attempt to add this to my custom FGD, or just leave it be until the valve SDK?

Someth|ngW|cked
10-23-2005, 11:28 AM
You can add it if you want, its still works for the most part accept for hdr cubemaps applied to models

JoshuaC
10-24-2005, 04:14 AM
This method doesnt work tho if you compile a map for dods it will set the hdr to off. If you turn it on in the console and use mat_forcebloom 1 (think thats it) it gives the same effect as hdr. it does however crash the map if you try to build cubemaps with it on.

Someth|ngW|cked
10-24-2005, 06:55 AM
I have never gotten a crash when building cubemaps with this method, the only error i get is technicolor model cubemaps and the fact that you have to manually enable HDR and Bloom every time the map loads is lame but it is still cool for taking screen shots

This is obviously just awork around until the sdk for dods is released so don't expect everything to work perfectly ;)

haircut
11-14-2005, 03:52 PM
Originally posted by meelo
Hmmm, so HDR is possible, if flawed, with the current tools hmm....

Should I attempt to add this to my custom FGD, or just leave it be until the valve SDK?

Might as well wait for anything else we might have missed.

I've added a load of stuff to my own FGD ... but why bother as SDK will be updated this week (Beta)


http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=58587

look for skdr's post.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.