Re: purple textures
Posted by Yajirobe on
Wed Dec 8th 2004 at 8:57pm
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Occupation: Computer Sales and Repair
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I'm having trouble with my map. i converted my map over from counterstrike source, to hl2dm source. and ive finally got everything set, except, im having trouble with this purple hue going over all of the textures that have reflective properties...
i will be more than happy to upload a picture of my problem if needed..
Re: purple textures
Posted by rickscales on
Wed Dec 8th 2004 at 9:07pm
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Dec 8th 2004
Disclaimer: I started mapping yesterday.
I had the same problem, I fixed it by changing which .fgd file I was
using. Try choosing a different one (or adding another one.)
Also, try running the map with a different mod - I saw differences when I did this as well.
Re: purple textures
Posted by Nanodeath on
Wed Dec 8th 2004 at 9:07pm
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If it looks like it's reflecting a purple/black checkerboard pattern then it's merely a sign that you have cubemaps and haven't run buildcubemaps yet...you can do this by going into the console after you've loaded the map and typing buildcubemaps.
Re: purple textures
Posted by Yajirobe on
Wed Dec 8th 2004 at 11:37pm
Posted
2004-12-08 11:37pm
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okay, well, when i type buildcubemaps, it works fine.. correct.however, i dont want to have to do this.... do you only have to type that in the first time? or every time..
if players were to have to type that every time, then no one would want to play...
its not checkered, though, its just hazy purple... i dont know about the fgd file, i will look into that, and i need it to run in this mod... it works fine w/ cs, but i need it to work w/ hl2dm...
Re: purple textures
Posted by ReNo on
Wed Dec 8th 2004 at 11:46pm
Posted
2004-12-08 11:46pm
ReNo
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You have to do buildcubemaps once each time you change your map (i.e.
every time you compile), but you don't really need to bother unless you
are wanting to see the map in all its glory. You wouldn't, for example,
need to bother if you are just testing out some entity setup or
something.
Re: purple textures
Posted by Leperous on
Wed Dec 8th 2004 at 11:50pm
Posted
2004-12-08 11:50pm
Leperous
Creator of SnarkPit!
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When you run buildcubemaps it re-writes your BSP, so no, other people don't have to run this to look at your map. Only you do, before you ZIP it up and send it off...
Re: purple textures
Posted by Neural Scan on
Thu Dec 9th 2004 at 12:22am
Posted
2004-12-09 12:22am
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Location: England.
Why can't buildcubemaps be part of the compile process? Is it not possible to add -buildcubemaps into the compile command, or does this have to be done in-game?
Re: purple textures
Posted by Nanodeath on
Thu Dec 9th 2004 at 1:39am
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I haven't tried it, but you might try adding +buildcubemaps to the executable that you use to test your map...
Re: purple textures
Posted by Yajirobe on
Thu Dec 9th 2004 at 5:44am
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ok, thanks! i just figured that all that was done in the compile.. so, for future reference, are there any other commands that u have to run before i send it off?
cause, id b really mad if there was like a buildcoolnesseffect command or something that made my map super awesome... or seriously, like a buildsound command or something like that..
anyway, thanks again, and all is well now.. :biggrin:
Re: purple textures
Posted by Nanodeath on
Thu Dec 9th 2004 at 8:03am
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Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Um...there might be a something for building nav points? In case you have enemies... I'm not sure, but I think buildcubemaps is pretty much the main one (and really the only one you need to worry about).