Weird Specular

Cookie^

L2: Junior Member
Jan 26, 2014
75
2
I am having this problem, where cubemaps look like this in my map: http://steamcommunity.com/id/cookiecookiecoo/screenshot/570022137334859584

My TF2 has a problem with reflections. For instance, some Australium weapons look silver instead of gold and some items (like Professor Speks) are silver.

I have build cubemaps correctly but the problem insists. Could somebody test the map and tell me if they have the same problem that is in the picture and if yes, tell me how to solve it?

Here is the BSP: https://www.dropbox.com/s/pyhfem9va5dn4g6/ultiduo_strafe_b2.bsp

Thanks!!
 

Tumby

aa
May 12, 2013
1,084
1,192
It takes time for people to notice new threads.
First of all, try to validate game content. If that doesn't solve it, it must be a problem with your pc.
Also, Textures don't simply change from one pc to another. This means that everything looks ok to me.

However, I found problems in your map:
The Water is not a TF2 water, it was also applied incorrectly! Only the top face of the waterbrush is allowed to have the water material. All other faces MUST be nodraw.
The floortextures in your spawns are stretched and use outside cubemaps it seems. Place one cubemap per spawn and tell the env_cubemap that these floor faces have to use it.
There is also a HL button texture. I can see that the map is not meant for normal gameplay, so that button is ok i gues.
EDIT:
After a bit of flying around i noticed that your map uses func_details a little too much. The walls around the water are func_detailed even though they should block vis, as there is nothing behind them. Stairs are also not the best thing. A giant unaccessable room is behind them. Try to block it off.
 
Last edited:

Cookie^

L2: Junior Member
Jan 26, 2014
75
2
It takes time for people to notice new threads.
First of all, try to validate game content. If that doesn't solve it, it must be a problem with your pc.
Also, Textures don't simply change from one pc to another. This means that everything looks ok to me.

However, I found problems in your map:
The Water is not a TF2 water, it was also applied incorrectly! Only the top face of the waterbrush is allowed to have the water material. All other faces MUST be nodraw.
The floortextures in your spawns are stretched and use outside cubemaps it seems. Place one cubemap per spawn and tell the env_cubemap that these floor faces have to use it.
There is also a HL button texture. I can see that the map is not meant for normal gameplay, so that button is ok i gues.
EDIT:
After a bit of flying around i noticed that your map uses func_details a little too much. The walls around the water are func_detailed even though they should block vis, as there is nothing behind them. Stairs are also not the best thing. A giant unaccessable room is behind them. Try to block it off.

This reply is extremely useful, you cannot imagine! :D
Yes, you are right, there are a TON of mistakes in this map especially what you are saying about the room behind the stairs. I am making the map just to play with my friends so I never really cared about it.
Really, everything you said here was so helpful, thanks a TON!!! :D :D