Cubemaps

Cubemaps

Re: Cubemaps Posted by G4MER on Tue Sep 30th 2008 at 10:20pm
G4MER
2460 posts
Posted 2008-09-30 10:20pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
What it says...

] buildcubemaps
bounce: 1/1 sample: 1/1
Creating default cubemaps for env_cubemap using skybox sky_day01_01...

Ok after mucho research, and trial and error I have figured out how to address this cubemap issue. So if you have been trying to reflect whats in the room in a shiny floor or wall, here is one way I have found to do it.

Make sure when compiling at the bottom where it ask for commands you have -both.

After the game loads with your map.. enter the console and type the following.

mat_specular 0
buildcubmaps
mat_hdr_level 0
map yourmapname ( this will reload your map )
mat_hdr_level 2
map Yourmapname ( again reloading the map )
mat_specular 1

Now this should be done at the end of your mapping process, this is after your final compile.. there should be a env_cubemap in each room to help avoid lag and to reflect each area separately. '

Hope this helps.. it did for me.
Re: Cubemaps Posted by Le Chief on Wed Oct 1st 2008 at 5:37am
Le Chief
2605 posts
Posted 2008-10-01 5:37am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Oh cool, is this for getting the cubemaps to work with hdr?
Aaron's Stuff
Re: Cubemaps Posted by Riven on Fri Oct 3rd 2008 at 2:36am
Riven
1640 posts
Posted 2008-10-03 2:36am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I had talked with Muhnay about this before (outside of SnarkPit) and he made mention to post this extra info in this thread, so here I go...

In order to get real time reflections...

It is best described on this page over at HL2world.com.

But I will try to sum it up and explain it a little.

[NOTE]: I have not attempted this myself, so I cannot speak from experience, I can only speak from my understanding.

[*] First, here are some screenies: (Images are copied from HL2world forum post. i.e. I did not take them!)
User posted image
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User posted image
So as you can see, This can give you real time reflections that will reflect moving models just like the water in HL2 (in DX9).

Basically, if you've ever created materials for Source, you will be familiar on how to do this. If you're wanting to do this for an Orange Box game, there is actual support for this in the shader: "lightmappedreflective"

^ All you have to do is set the refract rate and reflect rate, and the other basic parameters in the /vmt file of choice, and it should work.

-Now, If you'd like to do this for the original HL2 or any EP1 engine game (like CSS) Then there is a little bit more involved process, but the effects are the same, and you don't have to reprogram or code your game just to do so.

-THE SKINNY-
  • Essentially, you have to make a .vmt file like you would the OB method, but because it is actually using the water shader, certain objects will cause splash sprites and sounds to appear when they collide with your reflective surface. The guy in that thread mentions the particular tools textures you can use to prevent those unwanted effects from happening by overlapping whatever surface you have applied with the shader with those tools textures.
-And that's all there is to it -supposedly
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202