help with cubemaps?

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
The scope in your sniper indicates cubemaps are being built in fact. What's the commands you are using? Are you turning mat_specular off?
 
Apr 14, 2013
663
343
1. do you have enough env_cubemaps in your map, to actually reflect the cubemaps?

2. make sure you build them properly:
Code:
mat_specular 0
buildcubemaps
disconnect
mat_specular 1
mat_reloadallmaterials
(I think that's the correct one...)

3. is the texture a custom one? it might not be pakked correctly (EDIT: forget about this one)
 

sclera

L1: Registered
Mar 7, 2014
12
1
1. do you have enough env_cubemaps in your map, to actually reflect the cubemaps?

I don't know - how do I determine that? Am I going to need to put cubemap entities near every window so that they can reflect each other properly?

I've tried every building combination I've found on Google and I end up with results varying between not good enough and terrible. I am aware that mat_specular needs to be 0 before I build.
 

henke37

aa
Sep 23, 2011
2,075
515
But do you know that you need to reload the map before cubemaps are loaded correctly?
 

evanonline

L420: High Member
Mar 15, 2009
485
273
I learned a tip recently that might help. In Hammer, click on the nearest cubemap and click "Brush faces," and select that surface. By default a reflective surface goes by the nearest cubemap to its center, but with this you can override it to go off the cubemap you selected (which is very helpful for things like reflective floors).

It might not look too pretty if you pick a cubemap that the surface isn't actually facing, but if it works it will at least help finding out what the problem is.
 

sclera

L1: Registered
Mar 7, 2014
12
1
Thanks everyone. I ended up making cubemap entities for the offending faces and assigning them to each other, that seems to have done the trick.