Compiling a map with game settings

DrSquishy

we've all had better times to die
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Feb 10, 2017
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Can you configure a map so that mat_specular is set to 0 for everyone who plays that map? On my current map, it looks a million times better with mat_specular 0, but when they are enabled, there are a ton of really dodgy reflections.
 
Mar 23, 2013
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What I did before is placing cubemap but never compiling them. This worked fine, however I did this for maps that were LDR only and perhaps it is different for HDR maps.
But I think a better method is placing a single cubemap into a barely lit box so you have a basic looking cubemap for everything. if you do this you can reduce the resolution of that one cubemap too to save a bit of filesize
 
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Vel0city

func_fish
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Dec 6, 2014
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You could place a single cubemap in a small black box made out of brushes, then compile and build cubemaps.
 

DrSquishy

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Feb 10, 2017
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I may be wrong, but having no cubemaps at all in your map will produce an almost identical result to mat_specular 0, since there are no cubemaps whatsoever for reflections to be created from.
Isn't there a default reflection of sorts though? I'm pretty sure there is
 

Vel0city

func_fish
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Dec 6, 2014
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Isn't there a default reflection of sorts though? I'm pretty sure there is
I may be wrong, but having no cubemaps at all in your map will produce an almost identical result to mat_specular 0, since there are no cubemaps whatsoever for reflections to be created from.
Yeah, the default cubemap is a HL2 sky or a checkerboard texture.
 

henke37

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Sep 23, 2011
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Just fix the materials that you don't like. You can tune how reflective each material is.

Neglecting to have cubemaps is just bad.
 

DrSquishy

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Feb 10, 2017
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Just fix the materials that you don't like. You can tune how reflective each material is.

Neglecting to have cubemaps is just bad.
the problem is there are a few models with godawful reflections as well