How do I deal with warped reflections?

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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This is on a perfectly flat surface. I've noticed some maps have stuff like this; I think even some official maps do. Is there any way to avoid/fix it?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Faces are automatically assigned to the nearest env_cubemap, but if you manually specify which one to use in the cubemap properties. This may or may not be what you need to do, but if they are already using the correct cubemap you might have no option.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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How would not being at head level affect this? There's only one cubemap entity in the room, and it's hovering over the middle of the grate at what is admittedly higher than head level. Oh, and the identical room on the opposite side of the map doesn't have this problem.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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The location of the env_cubemap is where the reflection snapshots are taken from, thus it is usually recommended to place them at camera level so reflections are at least height-wise correct to the player, even if the x/y isn't.

Why this case has what appear to be legitimate texture warping, I don't know. All I could suggest is fiddling with stuff, maybe assign the cubemap to the faces manually, or move it a few units, or remake it. None of which I really think should do anything, but when you don't know the cause there aren't many options.

Although, looking at it closer, I think I see some reflection seams in the floor faces. I would try manually assigning the cubemap to all the faces that make up the floor and see if that fixes it. Maybe there is some kind of cubemap blending I'm unaware of.