Black and purple

Terrorist5150

L1: Registered
Jul 4, 2011
23
2
NOT loving it. I checked a million times for leaks, I found some, fixed them, but I still have this:

achievementidled80003.jpg



achievementidled80004.jpg



achievementidled80005.jpg



I don't know what to do, any suggestions?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
That is the problem. Just leave them at default (which happens to be 32). Your screen resolution has to be quadruple the cubemap resolution in order to create them (256 cube res * 4 = 1024 > 900 screen res). There is very little difference in appearance between cubemap resolutions, but the filesize of them goes up dramatically, especially if you have HDR compiled.
 

Terrorist5150

L1: Registered
Jul 4, 2011
23
2
I am still VERY confused on this. Do I just place a cubemap somewhere in the map, then open the game and try to build it? Whenever I do that, it says the resolution is too small.
 

English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
Okay, place cubemaps everywhere you possibly could. Keep aware that each cubemap will increase filesize, but the game uses these to build your reflections (what the checkerboards are currently standing in for). Try to put one in every room/major combat area, so that the reflections on weapons/floor/etc. look right. Also place them at 64 units above the ground to emulate a player's eye level.
Make the cubemap size the default (32). Your cubemaps are too big for your screen resolution; it's impossible for the game to build them because they are so large. The default cubemap size will be fine.
Ingame, type in the console (~ key):
mat_specular 0
buildcubemaps
mat_specular 1
disconnect
sv_cheats 1
mat_reloadallmaterials
sv_cheats 0

Then load up your map and the checkerboards will be gone.
 

Terrorist5150

L1: Registered
Jul 4, 2011
23
2
Okay, place cubemaps everywhere you possibly could. Keep aware that each cubemap will increase filesize, but the game uses these to build your reflections (what the checkerboards are currently standing in for). Try to put one in every room/major combat area, so that the reflections on weapons/floor/etc. look right. Also place them at 64 units above the ground to emulate a player's eye level.
Make the cubemap size the default (32). Your cubemaps are too big for your screen resolution; it's impossible for the game to build them because they are so large. The default cubemap size will be fine.
Ingame, type in the console (~ key):
mat_specular 0
buildcubemaps
mat_specular 1
disconnect
sv_cheats 1
mat_reloadallmaterials
sv_cheats 0

Then load up your map and the checkerboards will be gone.

Doesnt work
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I've always done it

mat_specular 0
buildcubemaps
(disconnect/reconnect)
mat_specular 1

and that seems to work
 
Apr 13, 2009
728
309
There is very little difference in appearance between cubemap resolutions

Actually, I'd say there's a pretty big difference between the blurry mess that is the default resolution and the size just above which gives you a clearer picture. From a distance/at a glance, the later just looks 'shinier'.

No much point in going alll the way up, we'll agree on that.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
How to do cubemaps properly and explained: http://forums.tf2maps.net/showpost.php?p=233147&postcount=12

And reiterating what Booj has said there are only like 2 objects in TF2 that have a full on reflection, excluding glass, the sniper rifle scope and the Gorge distillery machines. Any other reflective materials are rudimentary at best and the distillery machines have such a curved surface the resolution doesn't really add any discernable improvement to its aesthetic.

If you don't wanna read the entire post i linked:

mat_specular 0
map prefix_yourmap_suffix
buildcubemaps
map cp_badlands
mat_hdr_level 0
map prefix_yourmap_suffix
buildcubemaps
map cp_badlands
mat_hdr_level 2
mat_specular 1
map prefix_yourmap_suffix
 
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