env_cubemaps

env_cubemaps

Re: env_cubemaps Posted by SnarkSephiroth on Mon Dec 13th 2004 at 4:36pm
SnarkSephiroth
206 posts
Posted 2004-12-13 4:36pm
206 posts 31 snarkmarks Registered: Sep 10th 2003 Occupation: Automotive Tech Student Location: Phoenix, Arizona
I'm having trouble with env_cubemaps. I can't seem to get any of my surfaces to be reflective. (I'm guessing thats what they do :biggrin: .) I placed a cubemap in a room and I targeted all the textures in the room with it. (I hope thats what I was supposed to do.) I left the size of the cubemap to default because when I messed with it, it would sometimes give me an error about my resolution being to high. I compile my map and enter the command buildcubemaps. It does something wierd and flashes screenshots of parts of my map in the upper left hand corner, and then spits me back into the console. And still none of my surfaces reflect anything. Do only certain textures reflect? Please help! Oh and to whom it may concern, I did search the site and have found nothing.
Re: env_cubemaps Posted by ReNo on Mon Dec 13th 2004 at 4:45pm
ReNo
5457 posts
Posted 2004-12-13 4:45pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I'm pretty sure the only reflective shader in the game is that used on
the water. Other surfaces still use cubemaps though, as they relect
lighting rather than reflect the world. For example, if you have a
long, shiny wooden floor, and at one end it has strong white lighting
and the other strong red lighting, then the colour of the highlights
that move around with you on the floor will be different depending on
where you put your env_cubemap. You could probably make materials
reflect the world by making your own and, possibly, writing your own
shaders, but I don't think you're quite wanting to do that :smile:
Re: env_cubemaps Posted by SnarkSephiroth on Mon Dec 13th 2004 at 4:49pm
SnarkSephiroth
206 posts
Posted 2004-12-13 4:49pm
206 posts 31 snarkmarks Registered: Sep 10th 2003 Occupation: Automotive Tech Student Location: Phoenix, Arizona
My problem is I cant get any surfaces to reflect the light. There just bland. How do I get them to look like the texes in Half-Life 2?
Re: env_cubemaps Posted by ReNo on Mon Dec 13th 2004 at 5:27pm
ReNo
5457 posts
Posted 2004-12-13 5:27pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
It is defined by the material, and also depends on your DirectX level.
You can't force a material to be reflective through hammer, you need to
go and make your own material outside of it and use that. The textures
with the envmask property will make use of a cubemap in some way, and
you can use the filter checkboxes in the material browser to find them.
Re: env_cubemaps Posted by Nanodeath on Mon Dec 13th 2004 at 5:59pm
Nanodeath
356 posts
Posted 2004-12-13 5:59pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Check out sdk_cubemaps too, it's pretty nice...
Re: env_cubemaps Posted by Captain P on Mon Dec 13th 2004 at 7:55pm
Captain P
1370 posts
Posted 2004-12-13 7:55pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
If I understand you correctly, everything went just fine, including the
building of the cubemaps, you only don't see the results on the
surfaces after that?

Then I have to ask: have you restarted the map after building the
cubemaps? You didn't say in your post that you did that, while it's
necessary to see the results.
Re: env_cubemaps Posted by Myrk- on Mon Dec 13th 2004 at 8:06pm
Myrk-
2299 posts
Posted 2004-12-13 8:06pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
I was under the impression it did that when you started the map anyway- the updating node graph or whatever...
Re: env_cubemaps Posted by ReNo on Mon Dec 13th 2004 at 8:19pm
ReNo
5457 posts
Posted 2004-12-13 8:19pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
You don't have to reload your map after using the buildcudemaps command, it automatically does it (hence the delay after it has generated all of them). You do have to run the command though myrk, its not done automatically.
Re: env_cubemaps Posted by SnarkSephiroth on Tue Dec 14th 2004 at 3:12am
SnarkSephiroth
206 posts
Posted 2004-12-14 3:12am
206 posts 31 snarkmarks Registered: Sep 10th 2003 Occupation: Automotive Tech Student Location: Phoenix, Arizona
Basicly like I said before was I want the textures in my map to look like the ones in Half-Life 2. I know it can be done because I see the nice reflective textures when I play Half-Life 2. So how do you get them?
Re: env_cubemaps Posted by Nanodeath on Tue Dec 14th 2004 at 3:39am
Nanodeath
356 posts
Posted 2004-12-14 3:39am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Did you try the sample map I posted? Every surface in that map has shiny bump-mapped goodness. Just run the full vbsp vvis vrad compile and then type buildcubemaps when you run the game and you have it.
Re: env_cubemaps Posted by SnarkSephiroth on Tue Dec 14th 2004 at 3:09pm
SnarkSephiroth
206 posts
Posted 2004-12-14 3:09pm
206 posts 31 snarkmarks Registered: Sep 10th 2003 Occupation: Automotive Tech Student Location: Phoenix, Arizona
How do you run full everything? Could I also get a link to your test map for the nice looking texes. :biggrin:
Re: env_cubemaps Posted by Nanodeath on Tue Dec 14th 2004 at 3:23pm
Nanodeath
356 posts
Posted 2004-12-14 3:23pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Everyone has the sample maps...they come with the SDK. Check under SDK Sample Content or something. As for the "full everything", I mean run vbsp, vvis, and vrad, and don't add -fast (or any other parameters for that matter).
Re: env_cubemaps Posted by SnarkSephiroth on Tue Dec 14th 2004 at 3:32pm
SnarkSephiroth
206 posts
Posted 2004-12-14 3:32pm
206 posts 31 snarkmarks Registered: Sep 10th 2003 Occupation: Automotive Tech Student Location: Phoenix, Arizona
I'll give it a try when I get home. (I'm at school right now.)