The default cubemap, and HDR bloomfests

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
So just for fun I started building this ridiculously complicated glass spiral staircase and catwalk. And when I went to test it, after building the cubemaps and reloading the map... I noticed this error in the console:

Failed, using default cubemap 'engine/defaultcubemap'

And sure enough, there was the default cubemap (you know, that sunset skybox that shows up in Hammer when you turn off shading). It's most noticeable on the Medic's saw, and on the door, which isn't supposed to be that reflective.

cubemap.jpg


Furthermore, I did a quick Google search for the error, and the first result was a Steam thread saying the problem was that I needed to also build in HDR. So I tried compiling the map with the HDR option checked and building both sets of cubemaps. It seems to have remedied the problem (the door is no longer super-shiny), but it's hard to tell, since the map is now so full of bloom I can't see for shit!

bloomq.jpg


While this map is just for fun and practice, both of these are issues that may well come up again, and I may as well ask what the hell I'm doing wrong now.
 

Vinnie

L1: Registered
Apr 7, 2010
2
1
If you're looking to deal with the excessive amount of bloom, you can lay down a logic_auto entity and an env_tonemap_controller somewhere in your map. From there, you send an output (from the logic_auto) for the 'OnMapSpawn' event to your env_tonemap_controller and use the input 'SetBloomScale' to adjust the bloom intensity. I find 0.8 or 0.9 works well.

Here's the complete guide, where you can also play around with other HDR settings.
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
first of all, those are epic stairs. my guess is that the amount of faces with a reflective texture were over the limit, so it exploded

also, why do you have grey matter not achieved as a medic?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
first of all, those are epic stairs. my guess is that the amount of faces with a reflective texture were over the limit, so it exploded

That would be kind of hilarious. I've never even heard of such a limit.

I've now tried NOT compiling in HDR and building the cubemaps both ways anyway, though, and for some reason that fixed it. But now I'm having issues with the cubemaps being misapplied, similar to what Codename22 is experiencing:

wackycubes.jpg


Thoughts? I may just replace the chrome with a flat metallic texture of some kind, but as you can see, the glass has this problem too, at least from the underside.

also, why do you have grey matter not achieved as a medic?

Apparently since that was one of the original achievements, before the class updates came out, it's counted as "non-class-specific". So it shows up no matter who I am.