Re: cubemaps, are they supposed to be crappy?
Posted by haymaker on
Fri Jan 30th 2009 at 6:40pm
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
Well I did a bit of roaming around other maps, I think I need to pay more attention to where the cubemaps are located in relation to eachother. I'll try setting the map to 128 like you suggested, and make sure there is another one at most 256 away, that should stop the inside/outside bleeding perhaps?
As for the xbow lens I think I overreacted a bit, somehow I was expecting real time reflection. There is an example of what I mean by "wall-bleeding" n Lockdown: Under the charger room, near the battery and hpack, if you walk around in there with the xbow, at one point you will see a relection of the charger room itself ( another curious thing about the sdk version of that map is that every piece of glass in the "gateways" has a cubemap by it, but I could see anything spectacular moving around in there ).
Thanks for the bsp offer, this map has a ton of custom content, but would be a pain really, I'm hoping to delay the pakratting till later. Reason I haven't posted any WIP pics here is because it's supposed to be for the hl2dmuni map contest, they have a loose NDA about these things.
I guess really that i was just sloppy with my placement, I did find another example of bleeding in another one of my maps, I'm sure there are plenty out there. Would be nice to have a hard and fast rule though.