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Pitch Yawn Roll -45 0 0
Pitch -45
Brightness 255 255 255 500
Ambient 255 255 255 100
BrightnessHDR -1 -1 -1 1
BrightnessScaleHDR 0.5
AmbientHDR -1 -1 -1 1
AmbientScaleHDR 0,5
SunSpreadAngle 0
Pitch Yawn Roll -45 0 0
Pitch -45
Brightness 255 255 255 200
BrightnessHDR -1 -1 -1 1
BrightnessScaleHDR 0.5
SunSpreadAngle 0
And i still hade the exact same problems as without it.
https://developer.valvesoftware.com/wiki/Cubemaps
The HDR autoexposure system tries to keep the image at a ceratin brightness, so if you look at something that's really bright, it will adjust it down. If it adjusts it to be brighter, you might have something really bright in the normal scene, although those values look pretty normal (with HDR values set to 0.5). You can use the inputs on the env_tonemap_controller entity to adjust the autoexposure settings.
https://developer.valvesoftware.com/wiki/Env_tonemap_controller
A screenshot might be a good idea.
L4D2 doesn't really support LDR, so it's best to desingn the map with HDR in mind, you can even disable the LDR compilation completelty from VRAD to get a faster compile and lower file size using the -hdr paramter.
saw that something could get corrupted if something bad happend to the tonemap so i think i dont want to mess with it. guess i will just have to tweak the enviormental and directional light.