Purple glass textures/models with and without cubemap

KernCore

L1: Registered
Aug 29, 2009
7
1
Hi mates!
I have nearly finished my TF2 map... but since the last compile (I don't really change something), my glass textures have purple reflections...
So I tried to remove the cubemaps... then the glass isn't purple anymore, but every other model...

Here a picture of what I mean:

1251587707cubemaptf2.jpg


I tried to build cubemap, but then I get an TF2 skybox error...
(Don't get this error with a HL2 skybox, but still purple textures)
(I'm playing on DX8 mode, but normally everything works great)
Can anyone help me to fix this problem :O
 

KernCore

L1: Registered
Aug 29, 2009
7
1
Make sure you turn off mat_specular before you build the cubemaps.

Ohhh thanks mate!
I set mat_specular to 0... built the cubemaps... set it to 1 again (purple again), restarted TF2... and it looks great...! :)
But only with a HL2 skybox (sky_day01_01)... when I take a TF2 one (sky_well_01) I get this error

] buildcubemaps
Current mod isn't in a subdirectory of "game"!
bounce: 1/1 sample: 1/9
bounce: 1/1 sample: 2/9
bounce: 1/1 sample: 3/9
bounce: 1/1 sample: 4/9
bounce: 1/1 sample: 5/9
bounce: 1/1 sample: 6/9
bounce: 1/1 sample: 7/9
bounce: 1/1 sample: 8/9
bounce: 1/1 sample: 9/9
*** Error: Skybox vtf files for sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_well_01 to build the default cubemap!

How I can fix that?
 
Last edited:

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
Ohhh thanks mate!
I set mat_specular to 0... built the cubemaps... set it to 1 again (purple again), restarted TF2... and it looks great...! :)
But only with a HL2 skybox (sky_day01_01)... when I take a TF2 one (sky_well_01) I get this error



How I can fix that?

That's normal, you just ignore it and everything should still be good. =) If you need to know how to build cubemaps properly here is what you need to do:

-load the map
-mat_specular 0
-buildcubemaps
-disconnect
-mat_hdr_level 0
-map <mapname>
-buildcubemaps
-disconnect
-mat_specular 1
-mat_hdr_level 2
-(load different level)map <mapname>
-(load your map again)map <mapname>


<<Credits to Youme>>
 
Last edited:

KernCore

L1: Registered
Aug 29, 2009
7
1
If you need to know how to build cubemaps properly here is what you need to do:

-load the map
-mat_specular 0
-buildcubemaps
-disconnect
-mat_hdr_level 0
-map <mapname>
-buildcubemaps
-disconnect
-mat_specular 1
-mat_hdr_level 2
-(load different level)map <mapname>
-map <mapname>

Thank you... I searched a bit here on the site and I found this steps
(They are a bit easier)

sv_cheats 1 (because i didnt run in -dev mode)
mat_specular 0
buildcubemaps
map YOURMAPNAME (to reload the map)
mat_specular 1 (to revert it back to its original setting)

and it works.... thank you all :)
 
Last edited:

KarmaPolice

L3: Member
Jul 25, 2009
108
52
You need to do the other steps as well. Different cubemaps are used for different HDR settings, so you need to build both.
 

KernCore

L1: Registered
Aug 29, 2009
7
1
Load a different map like 2fort then yours again to reset caches. See link in my sig for info.

Building cubemaps
The process of building your cubemaps is actually quite simple. In fact all it takes is one console command: ‘buildcubemaps’. However, before you do that you first need to set up your map, by typing the following commands into the console.
  1. Compile and load your map.
  2. mat_specular 0
    This turns off reflections.
  3. buildcubemaps
    The game will pause for a second, and lots of little pictures will flash up the top of the screen.
  4. disconnect
    If you are not using HDR, you can step to step 11
    [*]mat_hdr_level 0
    Turn off HDR.
    [*]map “your_map_name”
    Load the map again
    [*]buildcubemaps
    [*]disconnect
    [*]mat_specular 1
    [*]mat_hdr_level 2
  5. map “cp_dustbowl”
    We need to load another map, to clear the caches of your map contents, otherwise it will not reload any of the cubemaps.
  6. Disconnect again, and load up your map. Enjoy!

Ah Ok :p

BTW... I'm using containers in my map... but they don't really make a shadow (Disable shadows: No)...

1251637444dm_store_xtr0013.jpg

1251637547dm_store_xtr0014.jpg


Is there a way to fix this new problem or do I need to put a blocklight in every single container?
 
Last edited:

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
Hmm... as far as I know you prolly will have to use a block light. But I would just make them 1 unit high and place them "just" under the containers only where you need it to block light and make sure it doesn't touch any of the other containers on the sides as it will block light from even getting to it and thus creating a weird unnatural shadow on it.