Skybox relfection on interior glass
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Re: Skybox relfection on interior glass
Posted by Cynic27 on Fri Dec 24th at 10:41pm 2004


Im making a map, i am a newbie at all this, but this map is smoking fun and i was wondering why my interior glass is reflecting the skybox. There is glass outside, and glass inside, and i want different relfections for the both, as imaginable. Ive been everywhere reading as much as i can stand on level design and im learning alot as i go on. I will admit that cubemaps are still a mystery to me, i know what they do, but i read in another thread about pointing out a specific face and the #x# option, but im still unclear. Any help would speed up my map's release, which would mean alot.

Ps. I did take advantage of the search engine on this site, but to no avail...

EDIT - This is for hl2dm, not CS:S




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Re: Skybox relfection on interior glass
Posted by ReNo on Sat Dec 25th at 12:10am 2004


Place a cubemap entity near each pane of glass, and once in game run the "buildcubemaps" command from the console. This should generate all of your cubemaps, and stop the reflections taking on the default cubemap which is built using only the sky as reference. [addsig]



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Re: Skybox relfection on interior glass
Posted by darrenstraight on Thu Jan 13th at 7:27pm 2005


Sorry to bring up this old problem, but I thought it was better than creating a new topic for exactly the same thing.

Ok here we go.

I have exactly the same problem all I want is a tunnel with windows inside some water but all I get when looking through the windows is the sky box.

Is there no way to fix this problem as I've tryed the cubemaps and it does nothing I have also tyred texturing diffrent sides with water/no draw and I still get the same problem.

Its a really nice feature I would like to add to my map dm_heaven but It dosent look like it's possible.

So is there anyway of doing what I want to do.

Thank you in advance.

[addsig]




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Re: Skybox relfection on interior glass
Posted by ishbog on Thu Mar 3rd at 2:26pm 2005


as for cubemaps, i belive it was aaron barber, or jess cliffe(yes, from valve) that explained this -- you place them where a player view is, or inside a hole, etc, as it takes the six sides around it, and basically projects them on things to make realistic reflections. without them, brushes and weapon models, etc, dont know what to reflect, making a map look much worse. btw, some of you may not know, every time you compile and run a map, just that first time, you must go to the dev console and type 'buildcubemaps' for the cubemaps to work properly. this writes to the file you are using and just compiled, and only needs to be done once after each compile. [addsig]




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