texture problem

texture problem

Re: texture problem Posted by Juim on Mon Aug 22nd 2005 at 1:07pm
Juim
726 posts
Posted 2005-08-22 1:07pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
I am coming along nicely on waterwerx, but have noticed in recent compiles that some of the textures which previously had a reflective surface have stopped being shiny. This is limited to brush based textures, and not the models. I have an abundance of env_cubemaps placed around the map, all of them placed with the bottom of the entity icon at 56 units above the ground wherever they are placed. My question is obviously, what could have caused this?. There does'nt seem to be a leak anywhere as the map compiles completely with both rad and vis. Although I can't halp but suspect a microleak or some other such thing may be the problem. The compile log shows only a couple of leaf portal saws into leaf errors, but nothing else. Is there still a point file command which would show me if there is a micro-leak? Any helpful hints you might have would be appreciated.
Re: texture problem Posted by Crono on Mon Aug 22nd 2005 at 6:19pm
Crono
6628 posts
Posted 2005-08-22 6:19pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Run buildcubemaps in game again?
Blame it on Microsoft, God does.
Re: texture problem Posted by satchmo on Mon Aug 22nd 2005 at 6:22pm
satchmo
2077 posts
Posted 2005-08-22 6:22pm
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
You didn't accidentally change the display settings of the game, did you?

Another possibility is that you're running an older build of the .bsp Double-check the location of the .bsp you're using.

It's just a wild guess.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: texture problem Posted by Juim on Tue Aug 23rd 2005 at 3:24am
Juim
726 posts
Posted 2005-08-23 3:24am
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Crono said:
Run buildcubemaps in game again?
Yes thank you that did the trick. I am wondering though, can I add the buildcubemaps parameter in Hammer before I compile the map?, and if so which function do I add it to?. VIS, RAD, BSP?
Re: texture problem Posted by Dark_Kilauea on Tue Aug 23rd 2005 at 4:02am
Dark_Kilauea
629 posts
Posted 2005-08-23 4:02am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
no, buildcube maps has to be run in game.

Until Later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: texture problem Posted by Crono on Tue Aug 23rd 2005 at 4:09am
Crono
6628 posts
Posted 2005-08-23 4:09am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Well, don't fret, because it only has to be ran once. So, if you build it then distribute the bsp, they will be built. It's just you have to run it for every compile.

So ... I guess I'll make that a suggestion then ...
Blame it on Microsoft, God does.