cubemaps and nonreflective surfaces

cubemaps and nonreflective surfaces

Re: cubemaps and nonreflective surfaces Posted by coldbladed on Wed Dec 29th 2004 at 2:25am
coldbladed
62 posts
Posted 2004-12-29 2:25am
62 posts 6 snarkmarks Registered: Nov 11th 2004
Do cubemaps have an effect on nonreflective surfaces? I ask because I
was having a hard time getting lighting in my map to look good,
shadows, props being overlit etc, and I threw in a cubemap entity and
whalah. So whats the deal there? A happy coincidence? Does the
buildcubemaps do more than just build the cubemaps?

Thanks in advance,

***EDIT***

Crap this was accidentally posted in HL1 section of the forums. Admin pls move, I have no clue how to
Re: cubemaps and nonreflective surfaces Posted by Nickelplate on Wed Dec 29th 2004 at 2:02pm
Nickelplate
2770 posts
Posted 2004-12-29 2:02pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
cubemaps affect EVERY surface except prop surfaces. Since they help sort out lighting and stuff. Cubemaps are very necessary for HL2 maps. Place one for every good-sized surface you have.
Re: cubemaps and nonreflective surfaces Posted by JFry on Wed Dec 29th 2004 at 11:44pm
JFry
369 posts
Posted 2004-12-29 11:44pm
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
one for every surface? I was under the impression you only needed one for each area of contrasting light.
Re: cubemaps and nonreflective surfaces Posted by Campaignjunkie on Wed Dec 29th 2004 at 11:55pm
Campaignjunkie
1309 posts
Posted 2004-12-29 11:55pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Cubemaps affect props, yes. Basically, most shaders in HL2 use cubemaps
in some way or another. JFry is right, place one for each general area
that contrasts with another. In a few isolated instances, you'll want
to define cubemaps for specific surfaces, but most of the time no.
Re: cubemaps and nonreflective surfaces Posted by coldbladed on Thu Dec 30th 2004 at 12:13am
coldbladed
62 posts
Posted 2004-12-30 12:13am
62 posts 6 snarkmarks Registered: Nov 11th 2004
place one for each general area
that contrasts with another.
How do you mean exactly? One per each room? Or if I have a fancy
lighting effect at one end of a large room will placing two cubemaps on
either end of that room cause the effect of the lighting to be
different on the far side (and if so, more lit or less lit according to
the other side of the room)?

I realize I can play with this on my own but I have done a lot of playing and not a lot of sense is coming of it :sad:
Re: cubemaps and nonreflective surfaces Posted by satchmo on Thu Dec 30th 2004 at 5:17am
satchmo
2077 posts
Posted 2004-12-30 5:17am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
One per each room? Or if I have a fancy
lighting effect at one end of a large room will placing two cubemaps on
either end of that room...
Exactly correct. That's how I use them. The lighting effect
on the walls and models looks much better with cubemaps built.