Source Filmmaker

Source Filmmaker

helo pls 24 Mar, 2013 @ 11:53am
Is there a way to tone down map brightness without using tonemapscale?
I just want to know if I can, say, lower the brightness of the "sunlight" of the map.
Is it possible?
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Showing 1-15 of 19 comments
Hakurei 24 Mar, 2013 @ 12:25pm 
Not the map itself(Unless you edit that in Hammer), but the models, yes.

MaxOfS2D posted a tutorial for that.
http://www.youtube.com/watch?v=adh2i7UNCtU
Pte Jack 24 Mar, 2013 @ 1:19pm 
Unfortunately, I don't think so unless you go in and edit the map in Hammer. You can change the skybox however. I'm not sure if that will tonedown the default map lights.

I've been through most of the CVars available and nothing I've tried has toned down the brightness in the map....
Last edited by Pte Jack; 24 Mar, 2013 @ 1:19pm
C4pt41nN3m0 24 Mar, 2013 @ 4:39pm 
You can change exposure?
Pte Jack 24 Mar, 2013 @ 5:00pm 
What do you mean, you can change exposures?
axel 24 Mar, 2013 @ 11:20pm 
One way to do it is to lower the brightness of what´s shown on the camera, click "Create Animation Set for Existing Element" and choose the camera you are using. You should now be able to select the camera, then bring down the "tonemapscale", this will reduce the brightness of EVERYTHING, including lights.
Pte Jack 25 Mar, 2013 @ 4:10am 
Thanks Slumpen, but the question was to darken by using a method other than turning down the tonemapscale...
PalmliX 25 Mar, 2013 @ 9:12am 
Recompiling the map to have less sunlight (or night time) is dead simple, simply get bsp source http://ata4.info/bspsrc/downloads.html and decompile the map. Then open the resulting .vmf with the SFM version of Hammer: Steam\steamapps\common\SourceFilmmaker\game\bin\hammer.exe

Then click on 'Map - Entity Report' and search for an entity called env_sun. Select it and then click on 'Properties'. The properties will now open up and you can use the various values from this page: https://developer.valvesoftware.com/wiki/Sky_List to change the sun angle, color and brightness and other values. Once you're done hit apply.

You'll also want to change the skybox texture to match the new sun values you just entered, click on 'Map - Map Properties...' and change the 'SkyBox Texture Name' to match the name with the values you entered from that big list. Every skybox texture has corresponding sun values to go with it.

Finally go 'File - Run Map' make sure everything is set to normal and 'HDR' is checked. Hit OK to compile the map. Once it's finished the new map should already be in your usermod/maps folder ready to go!

Good luck!
Last edited by PalmliX; 25 Mar, 2013 @ 9:13am
Pte Jack 25 Mar, 2013 @ 9:22am 
Thanks PalmliX, I never was a Hammer guy, so I had no idea how to do this. I've attempted decompiles on maps, but they usually go wrong and knowing about http://ata4.info/bspsrc/downloads.html is a good thing.
PalmliX 25 Mar, 2013 @ 9:26am 
Yah I had no idea how to do this either until SFM came out but I've had surprisingly good luck with recompiling maps, it's worked like 95% of the time for me. If you just want the map to work in SFM and don't care about the sun it's even easier because you just decompile, open in hammer, recompile and you're done.
helo pls 25 Mar, 2013 @ 9:58pm 
Originally posted by Berry Punch:
Not the map itself(Unless you edit that in Hammer), but the models, yes.

MaxOfS2D posted a tutorial for that.
http://www.youtube.com/watch?v=adh2i7UNCtU
Wow, that kinda worked out for me!
I have no idea what recompiling is, so that was the best solution for me.
Thanks!
Last edited by helo pls; 25 Mar, 2013 @ 9:58pm
Pte Jack 26 Mar, 2013 @ 6:43am 
Glad it worked Finn.

Decompiling is taking the map, model or a program in its usable language and using software to break it down to its source language, so you can edit it to meet your needs, it is no longer usable the way it was before you decompiled it.

Once you've made your edits, you have to use software to recompile (restack or remake) it from the source language that you edited back into its usable language so you can use it in the map, model or program the way you normally would.
helo pls 27 Mar, 2013 @ 9:21pm 
Oh, so it's like taking apart a machine and rebuilding it with improvements?
Pte Jack 27 Mar, 2013 @ 11:07pm 
Kind of... This is a scaled down version of the process. It's how I make giant bots...
http://youtu.be/RoFaNlh4Bhs
But for maps, it's pretty much the same, only different programs (bspsrc and hammer)
helo pls 31 Mar, 2013 @ 6:33pm 
Sorry, this video, for me, was too confusing to use....could you, possibly make a video for decompiling maps and such? If not, that's okay....

'Cause now I wanna make it night time. arena_lumberyard.bsp.
Last edited by helo pls; 31 Mar, 2013 @ 6:34pm
Originally posted by PalmliX:
Recompiling the map to have less sunlight (or night time) is dead simple, simply get bsp source http://ata4.info/bspsrc/downloads.html and decompile the map. Then open the resulting .vmf with the SFM version of Hammer: Steam\steamapps\common\SourceFilmmaker\game\bin\hammer.exe

Then click on 'Map - Entity Report' and search for an entity called env_sun. Select it and then click on 'Properties'. The properties will now open up and you can use the various values from this page: https://developer.valvesoftware.com/wiki/Sky_List to change the sun angle, color and brightness and other values. Once you're done hit apply.

You'll also want to change the skybox texture to match the new sun values you just entered, click on 'Map - Map Properties...' and change the 'SkyBox Texture Name' to match the name with the values you entered from that big list. Every skybox texture has corresponding sun values to go with it.

Finally go 'File - Run Map' make sure everything is set to normal and 'HDR' is checked. Hit OK to compile the map. Once it's finished the new map should already be in your usermod/maps folder ready to go!

Good luck!

I tried that. I couldn't find an env_sun...
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Date Posted: 24 Mar, 2013 @ 11:53am
Posts: 19