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Thread: Fog and Hammer lighting in Dota 2 SFM

  1. #1
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    Question Fog and Hammer lighting in Dota 2 SFM

    Hey guys.

    I've been messing around with Dota 2 SFM, and made a map for it in Hammer.

    In Hammer, everything looks as it's supposed to - fog, deferred lights that I added etc.
    http://i.imgur.com/GYCOuT2.png
    http://i.imgur.com/7BStoT7.png

    But once I launch the map in SFM - deferred lights disappear, env_global_light that I set up resets, and fog disappears as well.
    http://i.imgur.com/lTVLiYi.png
    http://i.imgur.com/qPnMoCi.png

    I tried using console commands like overriding fog or starting fog and it didn't do anything. I've checked official Dota 2 maps in SFM and apparently the fog and lighting that was set up in Hammer disappears or doesn't work in Source Filmmaker. Even torch/brazier lighting that goes as the part of the map - doesn't show. The fire particle is there, but the light is not there.

    Is there a fix for that, or am I doing something wrong?

    Thank you.

  2. #2
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    I dont know about lighting, but you can add fog in camera settings (right mouse button on camera - add fog controls).

  3. #3
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    Wow thank you man! No idea how I missed that. I've got 2400 hours logged in original SFM and didn't even think to look for additional controls in the right click menu.

    SFM fog kinda sucks. Tried doing all kinds of variations and it's too chunky. I couldn't get it to look exactly like in Hammer but it will do.

    Now I just need figure out the deferred lighting thing. env_global_light can be worked around with tonemapscale. But doing 360 degree lighting for a cave or a torch is a little tricky. Unless I'm missing another hidden control setting.
    Last edited by sexy.kot69; 03-11-2017 at 03:45 AM.

  4. #4
    Basic Member Toyoka's Avatar
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    Unfortunately you'll have to do your own lighting in SFM. There might be a way to activate the dynamic lights, but from what I've seen so far in most S2FM projects, people have resorted to using their own lights within their scenes. You can have as many lights in your project as you want, but only 8 (if I recall correctly?) active dynamic/volume lights in a scene.

  5. #5
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    I see. I guess there's no way around it. Thank you!

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