Re: env_cubemaps
Posted by Condus Mundus on
Tue Jul 20th 2010 at 12:59pm
Posted
2010-07-20 12:59pm
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Ok one last thing, what does the face selection thing do for a env_cubemap? Does it control which faces are used in the cube map, or the faces that this specific cube map apply to? Or do I have it confused again?
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Re: env_cubemaps
Posted by Condus Mundus on
Wed Jul 21st 2010 at 2:35pm
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Wow, this gives me all sorts of inspiration for abstract maps. Thanks again fellas.
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Re: env_cubemaps
Posted by Condus Mundus on
Wed Jul 21st 2010 at 5:52pm
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Ok so I have a new problem, but since this thread's topic has been answered should I make a new one, or post again in this one seeing as the problem still concerns env_cubemaps?
Now remember kids. Asking questions is a good way to get censored by the government.
Re: env_cubemaps
Posted by Condus Mundus on
Wed Jul 21st 2010 at 11:30pm
Posted
2010-07-21 11:30pm
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Ok so here's the deal.
I have a cubemap in my map positioned at player veiw height. The only reflective surfaces in my room are a big combine machine. The first time I compiled my map with a cubemap I built the cubemap and everything looked great, but the next compile when I included a few prop_statics and repositioned the env_cubemap, my combine metal encased machine had a purple checkered reflection. I had read before that this meant I needed to rebuild my cubemaps, so I put in the command, it took the cubemap pictures, and when it was done... My machine was still reflecting a purple checkerboard.
That was 6 tries ago.
I have checked for all sorts of errors and have troubleshooted the thing to death, and I still can't get it to work. My compile console doesn't give me any errors, "check map for errors" is the same and my in game console gives me the usual Source-related start up errors, so theres nothing new there. Really and truely this has completely stumped me.
Thanks in advance.
EDIT: Nevermind, it must be a huge bug with developer's mode, because I booted up HL2DM to cry at my purple checkered reflecting machine, and it was reflecting correctly... So the only thing I can see that was different is the lack of developer's mode and not launching out of VHE. If I ever find out the specific problem I'll try to post it but for now I'm content with launching HL2DM off my desktop. (the only disadvantage is no dev mode now)
EDIT2: Ok, so I think the problem is when you play your map twice in a row. For some reason it drops that maps cubemap and forgets to reload it. It may be more complex than that, but if it is I don't know how I'd find out.
Solution: Load a different map then load yours, it should load the cubemaps then.
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Re: env_cubemaps
Posted by Condus Mundus on
Thu Jul 22nd 2010 at 12:34am
Posted
2010-07-22 12:34am
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Thanks for clearing up that confusion, I was getting really agravated with my self and the Source engine in general.
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Re: env_cubemaps
Posted by omegaslayer on
Wed Sep 1st 2010 at 9:37pm
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This is valve's way of doing "cheap" reflections on materials (or weapons), rather than real-time reflections.
Just another side note:
I forget the reason (I havent mapped in years!) but don't rename the bsp file before you build the cubemaps. If you want to rename a level (as in the file name) then you will have to recompile the level. It has to do with when you run the buildcubemaps command it creates different materials based off the name. Aka: testmap_alpha wil create testmap_alpha_texture1, testmap_alpha_texture2 etc. And if you rename your levelt to testmap_alpha2 then the engine will look for testmap_alpha2_texture1, etc.