Pocket Feb 23 @ 1:26pm
Matching the game's exposure setting?
I've got a map loaded up from Portal 2; it's one of the underground maps, and by default the view is too dark. I want the camera to have the same exposure setting as it does in-game. I figured out that I have to create an animation set for the camera, go into the motion editor, and adjust the cameras' toneMapScale slider. But to what, exactly? Is there a console command I can use to check the tonemap scale when I noclip to roughly where my camera will be?

EDIT: Or, even more ideally, does SFM have an auto-exposure option I can use to just automatically match what an in-game camera would adjust to?
Last edited by Pocket; Feb 23 @ 1:30pm
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phillippi2 Feb 23 @ 1:30pm 
honestly, I think your best bet would be to take an in-game screenshot and use that as a reference.
R234 Feb 23 @ 5:13pm 
Tonemapscale is dynamic in-game, it's never at the same value. If you turn your view around in any Source game past HL2 you can see the view slowly becomes darker / brighter if you pay attention. That changes depending on the overall brightness of what's on-screen.

As far as I know auto tonemapscale is disabled in SFM (which is a good thing honestly), so you'll have to set it manually depending on how bright / dark you want the scene to be. As I said, there is no one tonemapscale setting used in-game, it's dynamic, so as long as it looks close enough and you see what you want to see, that's all that matters.
Pocket Feb 23 @ 7:14pm 
Well, I figured that since it was such a dark map, the aperture would probably be maxed out at the spot I was focusing on, so I just needed to match the maximum tonemap scale. According to a decompile of the map, that's 3, which looked very close to the screenshot I took for reference. So that's one more thing I know how to do now. On to the next bit of nonsense.
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Date Posted: Feb 23 @ 1:26pm
Posts: 3