Re: Skybox relfection on interior glass
Posted by Cynic27 on
Fri Dec 24th 2004 at 10:41pm
Posted
2004-12-24 10:41pm
1 post
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Registered:
Dec 24th 2004
Im making a map, i am a newbie at all this, but this map is smoking fun
and i was wondering why my interior glass is reflecting the skybox.
There is glass outside, and glass inside, and i want different
relfections for the both, as imaginable. Ive been everywhere reading as
much as i can stand on level design and im learning alot as i go on. I
will admit that cubemaps are still a mystery to me, i know what they
do, but i read in another thread about pointing out a specific face and
the #x# option, but im still unclear. Any help would speed up my map's
release, which would mean alot.
Ps. I did take advantage of the search engine on this site, but to no avail...
EDIT - This is for hl2dm, not CS:S
Re: Skybox relfection on interior glass
Posted by ReNo on
Sat Dec 25th 2004 at 12:10am
Posted
2004-12-25 12:10am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Place a cubemap entity near each pane of glass, and once in game run the "buildcubemaps" command from the console. This should generate all of your cubemaps, and stop the reflections taking on the default cubemap which is built using only the sky as reference.
Re: Skybox relfection on interior glass
Posted by darrenstraight on
Thu Jan 13th 2005 at 7:27pm
6 posts
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Registered:
Jan 9th 2005
Sorry to bring up this old problem, but I thought it was better than creating a new topic for exactly the same thing.
Ok here we go.
I have exactly the same problem all I want is a tunnel with windows inside some water but all I get when looking through the windows is the sky box.
Is there no way to fix this problem as I've tryed the cubemaps and it does nothing I have also tyred texturing diffrent sides with water/no draw and I still get the same problem.
Its a really nice feature I would like to add to my map dm_heaven but It dosent look like it's possible.
So is there anyway of doing what I want to do.
Thank you in advance.
Re: Skybox relfection on interior glass
Posted by ishbog on
Thu Mar 3rd 2005 at 2:26pm
ishbog
member
86 posts
19 snarkmarks
Registered:
Dec 7th 2004
Occupation: web designer/game developer
Location: usa
as for cubemaps, i belive it was aaron barber, or jess cliffe(yes, from valve) that explained this -- you place them where a player view is, or inside a hole, etc, as it takes the six sides around it, and basically projects them on things to make realistic reflections. without them, brushes and weapon models, etc, dont know what to reflect, making a map look much worse. btw, some of you may not know, every time you compile and run a map, just that first time, you must go to the dev console and type 'buildcubemaps' for the cubemaps to work properly. this writes to the file you are using and just compiled, and only needs to be done once after each compile.