Cubemap error?

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
Sooo, starting a few days ago, when i build cubemaps on koth_temper with hdr enabled (although i can't use most hdr festaures) the control point looks like this. Why does this happen? I have no idea. I already have like 4 env_cubemaps all around it, but it just won't stop shining in bright blue.

why.jpg


Can someone help me? Do i have to build the cubemaps on a pc which supports full HDR? This is really keeping me back.

Thanks in advance.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Why do you use 4 cubemaps? Place one right above it.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
That was the original configuration, and it didn't work. So i looked on the first decompiled map i had, which was koth_badlands, and that one has 4 cubemaps around the control point, so i tried that. The error stayed the same though. I also tried moving the control point around, but that also didn't do anything.

I still guess it probably has to do with creating HDR cubemaps on a PC that doesn't have most HDR features, i'll try to find another pc to try that out.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
I am now 100% sure that the problem has something to do with bumpmaps.
I tried billions of things, from building cubemaps on a HDR pc to raising all ground displacements by 1 unit, and nothing worked.
Then i found an old tutorial on gamebanana which tells me to try different bumpmap settings. The cubemaps work fine if mat_bumpmap is 1, but if it is 0, it looks like this. I still haven't found out what causes this behavior and how to prevent it from happening, but i'll try to build the cubemap a few more times tomorrow to see if i can fix it for everyone who has bumpmaps off.
I'm also sure that it has to do with the map rather than the bumpmap settings, because CPs look fine with mat_bumpmap off on the Valve maps.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
When I built cubemaps on HDR for a friend on his map, I also had to use mat_bumpmap 0 because a monitor station prop was all shiny, like your control point. I had to disable it, and then build the cubemaps. That was enough to fix the problem.

In case you weren't aware, you also have to use mat_specular 0 before you build the cubemaps, because if you don't then they can come out funny. Sorry if you already knew.