Advanced HDR: Difference between revisions

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== '''Advanced HDR''' ==
== '''Advanced HDR''' ==
   
   
This is currently a tutorial that will take some time to create but will give a better insight of the effec, modes, and different aspects of HDR through the Source Engine. Also this page is meat all HDR where it gives all information about HDR.
This is a tutorial that will take some time to create but will give a better insight of the effects, modes, and different aspects of HDR through the Source Engine. Also this page is meant all is a simple guide on orchastrating HDR effects and implementing them in to your map.


===Current games that support HDR===
===Current games that support HDR===
Line 14: Line 14:
So far these are the only games that support HDR.  
So far these are the only games that support HDR.  


{{note|Haf Life 2 does not support HDR therefore if you are creating a map and want to run it in [[HDR]] it must run under [[EP1]] or a other game.}}
{{note|Haf Life 2 does not support HDR therefore if you are creating a map and want to run it in [[HDR]] it must run under [[EP1]] or one of the other listed games.}}
 
 
===What is HDR?===
As Showcased in Lost Coast as a simple tech demo, HDR is a new lighting method that allows a monitor to go over its ideal brightness or in other words the games color scale to make lighting appear more realistic. In that sense it's now giving the player "Virtual eyes" as it has been put by Valve in the tech demo. Mainly with the aid of an [[env_tonemap_controller]], lighting can be adjusted so when players step into dark non-lit areas, the area will brighten up to allow the player to see better. When the player steps out of that area, he or she walks in to a overly bright light filled area to give the effect that the player's "Virtual eyes" pupils are adjusting to the exposure and large amount of light.
 
*Here is an example from Half Life 2 Lost coast:


== '''Creating a HDR map''' ==
== '''Creating a HDR map''' ==

Revision as of 06:27, 10 July 2007

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Advanced HDR

This is a tutorial that will take some time to create but will give a better insight of the effects, modes, and different aspects of HDR through the Source Engine. Also this page is meant all is a simple guide on orchastrating HDR effects and implementing them in to your map.

Current games that support HDR

  • Half Life 2 Episode 1
  • Day of Defeat:Source
  • Counter-Strike:Source
  • Lost coast


So far these are the only games that support HDR.

Note.pngNote:Haf Life 2 does not support HDR therefore if you are creating a map and want to run it in HDR it must run under EP1 or one of the other listed games.


What is HDR?

As Showcased in Lost Coast as a simple tech demo, HDR is a new lighting method that allows a monitor to go over its ideal brightness or in other words the games color scale to make lighting appear more realistic. In that sense it's now giving the player "Virtual eyes" as it has been put by Valve in the tech demo. Mainly with the aid of an env_tonemap_controller, lighting can be adjusted so when players step into dark non-lit areas, the area will brighten up to allow the player to see better. When the player steps out of that area, he or she walks in to a overly bright light filled area to give the effect that the player's "Virtual eyes" pupils are adjusting to the exposure and large amount of light.

  • Here is an example from Half Life 2 Lost coast:

Creating a HDR map

Although not the simplest things HDR isnt a very hard technique to work with however it deals a large amount of tme to the compile proccess. The first thing in creating an HDR map is of course World Geometry.

This is a very hard proccess to explain however to explain things better a example map will be used that is located in your Source SDK example folder under: c:/program files/Steam/Steamapps/user/Source sdk content/hl2/mapsrc

For the tutorial Lightmaps.vmf will be used.

Note.pngNote:any maps can be compiled in HDR but this map contains lightmaps which will have some effect toward the HDR

Next simply compile the map in expert mode: