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How easy will it be to use HDR in mods? --Pon 00:48, 21 Sep 2005 (PDT)

No idea, but I'm really looking forward to these features! Is the relevant SDK stuff likely to be released with DoD:S or with Lost coast? --Cargo Cult 04:57, 21 Sep 2005 (PDT)
Probably with Lost Coast :/ --Pon 20:14, 21 Sep 2005 (PDT)
I went ahead and asked - apparently there'll be an updated SDK 'sometime soon'. After having seen the remarkably tasteful use of HDR in DOD:S, I'm even more interested in this feature... --Cargo Cult (info, talk) 03:51, 29 Sep 2005 (PDT)

Should it be noted that the HDR in Source will support Shader Model 2.0? Most games that currently have HDR only support it for Shader Model 3.0. --Demented 12:36, 22 Sep 2005 (PDT)

Yeah, the shaders that are currently provided with the engine are written for SM2. I'guessing Mods will simply need to include entities such as env_tonemapcontroller and the code for things like bloom in order to take full advantage of it. Right now, you could probably use the lighting and texture stuff in your mod (but I can't say I've tried it) -- Wraiyth 07:57, 21 Jun 2006 (PDT)

Well, is it possible to add HDR to mods yet? Someone mentioned it somewhere, but then if it's possible, how to do it? --Bladesinger 03:25, 20 Jun 2006 (PDT)

You need to make an EP1 or a LC mod without custom dlls—ts2do 19:31, 20 Jun 2006 (PDT)
I haven't investigated (so don't take my word for it) but as an engine change, features such as the actual lighting & the cubemaps (including doing all the env_map stuff on textures) should work in mods. Unfortunately I'm a pretty crap mapper so I can't try it in my own mod. For things like Bloom and env_tonemapcontroller, you will need the SDK update, Wraiyth 02:43, 18 Jul 2006 (PDT)