purple textures
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Re: purple textures
Posted by Yajirobe on Wed Dec 8th at 8:57pm 2004


I'm having trouble with my map. i converted my map over from counterstrike source, to hl2dm source. and ive finally got everything set, except, im having trouble with this purple hue going over all of the textures that have reflective properties...

i will be more than happy to upload a picture of my problem if needed..





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Re: purple textures
Posted by rickscales on Wed Dec 8th at 9:07pm 2004


Disclaimer: I started mapping yesterday.

I had the same problem, I fixed it by changing which .fgd file I was using. Try choosing a different one (or adding another one.)

Also, try running the map with a different mod - I saw differences when I did this as well.




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Re: purple textures
Posted by Nanodeath on Wed Dec 8th at 9:07pm 2004


If it looks like it's reflecting a purple/black checkerboard pattern then it's merely a sign that you have cubemaps and haven't run buildcubemaps yet...you can do this by going into the console after you've loaded the map and typing buildcubemaps.



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Re: purple textures
Posted by Yajirobe on Wed Dec 8th at 11:37pm 2004


okay, well, when i type buildcubemaps, it works fine.. correct.however, i dont want to have to do this.... do you only have to type that in the first time? or every time..

if players were to have to type that every time, then no one would want to play...

its not checkered, though, its just hazy purple... i dont know about the fgd file, i will look into that, and i need it to run in this mod... it works fine w/ cs, but i need it to work w/ hl2dm...





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Re: purple textures
Posted by ReNo on Wed Dec 8th at 11:46pm 2004


You have to do buildcubemaps once each time you change your map (i.e. every time you compile), but you don't really need to bother unless you are wanting to see the map in all its glory. You wouldn't, for example, need to bother if you are just testing out some entity setup or something.
[addsig]




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Re: purple textures
Posted by Leperous on Wed Dec 8th at 11:50pm 2004


When you run buildcubemaps it re-writes your BSP, so no, other people don't have to run this to look at your map. Only you do, before you ZIP it up and send it off...



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Re: purple textures
Posted by Neural Scan on Thu Dec 9th at 12:22am 2004


Why can't buildcubemaps be part of the compile process? Is it not possible to add -buildcubemaps into the compile command, or does this have to be done in-game?





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Re: purple textures
Posted by Nanodeath on Thu Dec 9th at 1:39am 2004


I haven't tried it, but you might try adding +buildcubemaps to the executable that you use to test your map...



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Re: purple textures
Posted by Yajirobe on Thu Dec 9th at 5:44am 2004


ok, thanks! i just figured that all that was done in the compile.. so, for future reference, are there any other commands that u have to run before i send it off?

cause, id b really mad if there was like a buildcoolnesseffect command or something that made my map super awesome... or seriously, like a buildsound command or something like that..

anyway, thanks again, and all is well now..





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Re: purple textures
Posted by Nanodeath on Thu Dec 9th at 8:03am 2004


Um...there might be a something for building nav points? In case you have enemies... I'm not sure, but I think buildcubemaps is pretty much the main one (and really the only one you need to worry about).




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