Swampcell, the modeling was done 4 months ago(yes I've been chipping at this scene that long) my modeling IMHO is amateur and I'm hoping to make it up with lighting, materials, etc.
But thanks for the compliments, your the first one to specifically point that out

I'm not sure about trem stuff, if the devs wanted something I'd do it for them but I don't really want to blankly model stuff and hope it gets in, or get it in myself.
Anyways this scene needs a lot more work,
I've abandoned so many projects and I'm rather determined that this won't be one.
Nux that's really bright

I think I got the brightness under-control.
I set the gamma correction to straight instead of sky since the sky is very dark.
It helped a lot, it should look decent and not that dark right?
Or is it still way dark?
CreatureofHell,
Yes I see what you mean it looks like the glare isn't interacting with the lighthouse properly.
I'll have to eventually paint a alpha mask so that the glare goes over the lighthouse.
Or I could render everything at once, right now the glare is made using a invisible copy of the actual lighthouse,
then I derive an alpha mask from the original glare for it since the glare is scene as a cube(voxels i think) because it's volumetric.
The reason I can't seamlessly comp it in is because the Z depth (what I use to combine things based on distance from the camera) is a cube not what your(how the light effects the volumetric cube seeing.
If I render it all at once it could work but that will probably end in a computer crash.