 
                                
                    
                        Re: Cubemaps
                        Posted by G4MER on 
    Tue Sep 30th 2008 at 10:20pm
                     
                    
                        
                        Posted 
    2008-09-30 10:20pm
                     
                 
                
            
            
                
    
                    
                             G4MER
                            G4MER
            
                            floaty snark rage
                member
     
            2460 posts
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        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.