HDR lighting for SFM maps

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HDR lighting for SFM maps

by Spatankiller117 » Sat Jun 28, 2014 10:36 pm

So I'm working on a big SFM project as some of you know. I downloaded some maps that I want to use (dm_cloudsdale for example), but when I load it it says it doesn't have HDR lighting and it looks god awful. I know I have to use Hammer to add it into the map but I don't know a damn thing about map editing. I think I figured out how to add it but when I export it (or run it or whatever) it comes out a ".vmf" file, when I need a ".bsp" to have it work.

If someone that knows what the hell they're doing can just walk me through from the beginning I would greatly appreciate it!
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Re: HDR lighting for SFM maps

by SnakeShesh » Sun Jun 29, 2014 12:25 am

#Youtube
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Re: HDR lighting for SFM maps

by Spatankiller117 » Sun Jun 29, 2014 11:02 am

SnakeShesh wrote:#Youtube


#Didnothelp #IwouldnotbehereifIfoundsomethingthathelpedmeonyoutube
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Re: HDR lighting for SFM maps

by flufffage » Sun Jun 29, 2014 12:53 pm

Spatankiller117 wrote:
SnakeShesh wrote:#Youtube


#Didnothelp #IwouldnotbehereifIfoundsomethingthathelpedmeonyoutube


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pinkmins more like saltmins amirite
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Re: HDR lighting for SFM maps

by Someone Special » Sun Jun 29, 2014 2:29 pm

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Re: HDR lighting for SFM maps

by Nikki Wolf » Sun Jun 29, 2014 3:09 pm

Here, let me link you to a site that helps out with all of life's problems: Click here.
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Re: HDR lighting for SFM maps

by Failhorse » Sun Jun 29, 2014 4:15 pm

Make sure you are putting many cube maps. And that they are 64 units above the ground. Otherwise HDR won't work properly.
When you compile the map you want to click with HDR. Note: you don't have to do this until your near the end of your build. It adds about 40% more compiling time. And if you're just testing shit it's unnecessary.

When you are done and have an with HDR build. Do this:
-open console
-mat_specular 0
-map <mapname>(Load your map)
-buildcubemaps
-disconnect
-mat_hdr_level 0
-map <mapname>
-buildcubemaps
-disconnect
-mat_specular 1
-mat_hdr_level 2
-map <mapname>(Load different level; clears texture cache)
-map <mapname>(Load your map again)

Doing this on your computer will save it all to the bsp file. Then disseminate map.

Source:
I make maps
- yes i still exist.
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Re: HDR lighting for SFM maps

by Balubish » Sun Jun 29, 2014 4:42 pm

Failhorse wrote:- yes i still exist.


:lol:
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