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	<title>HPL3/Areas/Exposure Area - Revision history</title>
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	<updated>2026-10-04T03:48:17Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL3/Areas/Exposure_Area&amp;diff=7315&amp;oldid=prev</id>
		<title>TiMan: Add a source-verified HPL3 Exposure Area guide with editor workflow, properties, shipped examples, scope notes, and troubleshooting.</title>
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		<updated>2026-10-02T15:17:39Z</updated>

		<summary type="html">&lt;p&gt;Add a source-verified HPL3 Exposure Area guide with editor workflow, properties, shipped examples, scope notes, and troubleshooting.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;An '''Exposure Area''' is a box volume that changes camera tone-mapping values while the camera is inside it. It can be used to make the view adapt when moving between regions with substantially different brightness.&lt;br /&gt;
&lt;br /&gt;
Exposure Areas are dedicated Level Editor objects. They are created through '''ExposureArea EditMode''' and are stored in the map's &amp;lt;code&amp;gt;&amp;amp;lt;map name&amp;amp;gt;.hpm_ExposureArea&amp;lt;/code&amp;gt; track, not as an &amp;lt;code&amp;gt;AreaType&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;.hpm_Area&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Create an Exposure Area ==&lt;br /&gt;
&lt;br /&gt;
# In the Level Editor, select '''ExposureArea EditMode'''.&lt;br /&gt;
# Set the exposure, white-cut, and transition-time values for the new object.&lt;br /&gt;
# Create a box covering the region in which those tone-mapping values should apply.&lt;br /&gt;
# Select the object to adjust its position, rotation, size, or effect values.&lt;br /&gt;
# Save and test the map while moving the camera across every boundary of the volume.&lt;br /&gt;
&lt;br /&gt;
The edit-mode values apply to newly created Exposure Areas. After placing one, select that object before changing its individual settings.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Property !! Serialized attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| '''Name''' || &amp;lt;code&amp;gt;Name&amp;lt;/code&amp;gt; || Unique object name within the map.&lt;br /&gt;
|-&lt;br /&gt;
| '''Position''' || &amp;lt;code&amp;gt;WorldPos&amp;lt;/code&amp;gt; || Center of the box in world space.&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotation''' || &amp;lt;code&amp;gt;Rotation&amp;lt;/code&amp;gt; || Rotation of the box volume.&lt;br /&gt;
|-&lt;br /&gt;
| '''Size''' || &amp;lt;code&amp;gt;Scale&amp;lt;/code&amp;gt; || Dimensions of the affected box.&lt;br /&gt;
|-&lt;br /&gt;
| '''Exposure''' || &amp;lt;code&amp;gt;Exposure&amp;lt;/code&amp;gt; || Target tone-mapping exposure. The existing editor reference documents that increasing it makes the image brighter and gives an editor range of &amp;lt;code&amp;gt;-10&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| '''White Cut''' || &amp;lt;code&amp;gt;WhiteCut&amp;lt;/code&amp;gt; || Target tone-mapping white-cut value. Older documentation calls this setting '''WhitePoint'''; shipped map files and the current editor binary use &amp;lt;code&amp;gt;WhiteCut&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| '''Transition Time''' || &amp;lt;code&amp;gt;TransitionTime&amp;lt;/code&amp;gt; || Time used to transition to the area's exposure settings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement guidance ==&lt;br /&gt;
&lt;br /&gt;
* Cover the entire region that needs the alternate exposure, including the camera's likely path rather than only the player's feet.&lt;br /&gt;
* Use a nonzero transition time when an immediate tone-mapping change would be distracting.&lt;br /&gt;
* Test both directions across the boundary. A value suitable when entering a dark room may expose an abrupt change when leaving it.&lt;br /&gt;
* Avoid unexplained overlap until the intended precedence has been tested. The shipped attributes do not record an editable priority value.&lt;br /&gt;
* Judge the result in-game with the final lights, fog, bloom, and color grading active; the numeric value alone does not establish the visual result.&lt;br /&gt;
&lt;br /&gt;
== Shipped examples ==&lt;br /&gt;
&lt;br /&gt;
Six Exposure Areas occur in four inspected SOMA map tracks. Their values demonstrate that settings are scene-specific rather than universal defaults.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Map !! Exposure !! WhiteCut !! TransitionTime&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chapter00/00_01_apartment&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;-1.2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;2.2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chapter00/00_03_laboratory&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1.9&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chapter01/01_01_upsilon_awake&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;2.7&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The laboratory map uses three separate volumes along part of the level, with the same exposure and white-cut targets and closely matched transition times. This is a useful example of applying consistent settings across multiple volumes, not a preset for other lighting conditions.&lt;br /&gt;
&lt;br /&gt;
== Shared HPL3 scope ==&lt;br /&gt;
&lt;br /&gt;
The SOMA, Amnesia: Rebirth, and Amnesia: The Bunker Level Editor executables all contain the &amp;lt;code&amp;gt;ExposureArea&amp;lt;/code&amp;gt; object and the &amp;lt;code&amp;gt;Exposure&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WhiteCut&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Transition Time&amp;lt;/code&amp;gt; controls. SOMA and Rebirth ship map tracks with the same three serialized effect attributes. No shipped Bunker Exposure Area was found, so the Bunker comparison establishes editor support rather than a campaign example.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* '''Nothing changes:''' confirm that the camera actually enters the box and that the saved &amp;lt;code&amp;gt;.hpm_ExposureArea&amp;lt;/code&amp;gt; track contains the object.&lt;br /&gt;
* '''The change is too abrupt:''' increase '''Transition Time''' and retest both entry and exit.&lt;br /&gt;
* '''The scene becomes too bright or dark:''' move '''Exposure''' toward the map's surrounding value and evaluate it with the final lighting setup.&lt;br /&gt;
* '''The result clips bright parts of the image:''' adjust '''White Cut''' separately from exposure; they are distinct stored values.&lt;br /&gt;
* '''The effect disappears after copying a map:''' keep the &amp;lt;code&amp;gt;.hpm_ExposureArea&amp;lt;/code&amp;gt; sidecar beside the main &amp;lt;code&amp;gt;.hpm&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[HPL3/Level Design/Exposure Areas|ExposureArea EditMode reference]]&lt;br /&gt;
* [[HPL3/SOMA/Level Design/Level Settings|Level-wide tone mapping settings]]&lt;br /&gt;
* [[HPL3/SOMA/Areas|SOMA areas]]&lt;br /&gt;
&lt;br /&gt;
[[Category:English]]&lt;/div&gt;</summary>
		<author><name>TiMan</name></author>
		
	</entry>
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