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i could be wrong but you may have to be a "tetrachromat" to see the difference
which is rare, especially for men
...which means i'm special, ah kee kee kee
As is, I actually boosted the contrast in the example image to make it clearer, and yet many people still see the problem at its normal contrast level.
As far as the files not appearing, then I don't think that's a problem specifically with the workshop item, as I've not had similar complaints from anyone else; I would suggest the usual process of unsubscribing and resubscribing for when a workshop item hasn't downloaded properly.
(Possibly I could have named the files with more keywords, but I don't want to change anything like that at this point, as it would break it in any subscriber's existing scenes. You can of course rename the files yourself if you feel the names need to be more descriptive).
Beyond that, if you're a new user, make sure you have "Workshop" enabled in your "Edit Search Paths" in the SDK so that your SFM install can access workshop content.
Ergo, my assumption is that I'd need to make a material for every possible resolution people want to export from GMod in. That's not a file size problem, as these actually use tiling to make each material repeat the same 128x128 texture enough times to fill up the resolution, but it would still quite a lot of work if GMod has more than a few export resolutions. In practice, a GMod solution might actually be most viable to explain to the users how to modify the material parameters to work for a given resolution.
(Which isn't especially complicated - divide resolution width by 128, divide resolution height by 128, put those two numbers in the right place in the material file using a text editor).
(2/2)
When a map has HDR, it can calculate brightnesses between normal 8 bit-per-colour values - for example, a pixel value of 32.5
The intention is for the noise to mean half of those 32.5 pixels end up with a colour value of 32, and half with a value of 33, rather all getting rounded off to just one or the other. This creates the impression in the final image of that pixel cluster being halfway between brightness 32 and 33.
(Similarly, a nearby cluster with an average colour value of 32.7 should have about 70% of the pixels with colour 33, and 30% with colour 32).
This is a technique known as dithering, which can make these transitions appear smoother (at the cost of very slight noise).
(1/2)
I believe the actual technique used should work in all Source Engine games that support both HDR and overlays. (That in itself might be a bit of a problem, as I know a lot of GMod maps don't support HDR).
On a practical level, I think I'd need to put together a lot of different material files. For best results, the overlay resolution needs to be exactly matched to the image export resolution, and I'm assuming that that GMod has a much wider range of export resolutions than SFM...?
(Even if I added a few more for completeness, SFM only really has three that are regularly used - 1280x720, 1920x1080, and 3840x2160)
Just a short answer please if there is one.
This is why the description states that it does not work in poster mode, states AGAIN that it does not work in poster mode, explains why it does not work in poster mode, tells you what to do instead of exporting in poster mode, and also tells you not to bother posting comments about it not working in poster mode.
Rather than saying things like "the next part", you need to be specific about what you are doing and the exact stage of the instructions where you are having trouble - right now, I don't know whether you're saying you're having trouble adjusting the material (which you might or might not consider part of adding it), whether your issue is at the export stage (such as using a mode that does not support overlays), or whether you're referring to the section in the instructions talking about image compression (which is the section after how to apply the materials).
If you have a problem, you will need to be much more specific as to exactly which stage you are having difficulty following the instructions.
Directed by Larry David