SI_Overfloater by Cash Car Star

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Made this for the mini-mapping competition at The Lab over the summer. Results of the comp are finally up, this map took first place. After some though, I decided updating the map a little isn't worth it, so this is final. This map includes sci and resource capping gameplay, all on a techy floating platform.

Discussion

Posted by haymaker on Wed Feb 18th 2009 at 2:40am

Awesome thanks for the tips Riven.

In reality HDR hadn't even crossed my mind until I did an accidental HDR compile. I thought, OK it's pretty bright on a desert day, maybe this can work.

The advanced HDR wiki I hadn't seen actually, that's a good one. From what I understand trigger-based tonemap changes are global, so that breaks it for multiplayer. So I think I'll try to go for finding a more subtle effect with a button-based set of commands, I suppose it's worth the extra effort ( and compile time ). Hopefully I'll find the happy medium somewhere :)
Posted by Riven on Tue Feb 17th 2009 at 8:00am

Well, I assume you've read the tuts on what it takes for an adequate-looking env_tonemap controller?

If not, check these pages out at the VDC: Now The only experience with the env_tonemap_controller that I've had was when I built my Portal level (which was completely interior). I was like you, I had NO idea where to start. So I made the obvious choice to see what the pros did! Of course, this was made easy because I was building a similar environment to what they've built, whereas you're attempting to construct and environment that you have no references for. But what I would do is check out the open forest maps first in EP2 and search those maps for their env_tonemap_controller to copy and understand what their values are and give yourself a starting point for an "acceptable/useable setting".

But also, to help save yourself some time, the cool thing about an env_tonemap_controller is that it's dynamic in-game. Meaning you could compile a map one time with trigger volumes that you could walk through or set off via a timer to test different tonemap values in that same map without having to wait and re-compile the whole thing again. It's all in the I/O system. The tonemap controller can change while you're in-game fading into a new setting as you play, so it would make it easier to test!

But as far as what settings to use, I'm not really sure on exact numbers, but relatively, for a "sandy-bright" map, you wont want a high "SetAutoExposureMax" setting. Instead, you'll want a very high "SetAutoExposureMin" setting instead to highlight the dark shadows of the sand dunes, or the details on a cliff side or rock face I imagine. Bloom should be looked at as concealing the actual exposure for the sun. Give the sun a low brightness setting, but high bloom factor, and it might give the right "un-blinding" amount of light with the cool Desert sun effect you might be looking for.

Hopefully all that helps somewhat.