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Source HDR Woes

  • Erratic
  • November 11, 2006 at 3:34 AM
  • Erratic
    • November 11, 2006 at 3:34 AM
    • #1

    Alright, so my current map I'm working on uses HDR. It compiles and runs fine in game but the thing is the variables I set in my env_tonemap_controller just arn't sticking. When the map is loaded up it appears to take the default values for the max/min autoexposure and bloomscale.

    It's not a complicated thing, it's just two entities (AFAIK), consisting of a logic auto outputting the settings and the env_tonemap accepting them OnMapSpawn. From what I can see I'm not doing anything different from sdk example hdr map...

    Anyone encounter something like this before or know of what I might be missing here?

  • dissonance
    • November 11, 2006 at 6:20 AM
    • #2

    delete the entity and make a new one. occasionally works for me.

  • Defrag
    • November 11, 2006 at 10:54 PM
    • #3

    Last time I tried to use the env_tonemap_controller (shortly after the big SDK update) it didn't work with the new engine stuff we use for our mod. Even loading the source sdk base (i.e. the app that does nothing but load the lost coast background map) would result in the message "unknown entity type: env_tonemap_controller" being displayed, and that was valve's stuff, not mine.

    Try compiling your map for CS:S / DoD:S and see whether it works as expected. If so, it's likely the new engine stuff that's not working.

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