need some help on a few things

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that1guy112

L1: Registered
Jan 12, 2009
15
0
hey everyone, I'm new to tf2maps.net and I'm still new to hammer editor. I am making a map which involves two enormous hangars that are back to back with 2 underground floors in which the two teams have been attempting to tunnel their way through so that they could sneak through. Thats all I have so far, but my question is, even though I'm far from done, I decided to take a step back, and run the map. I chose a random class, and picked a sniper. However, I have a black and purple checkered pattern on the scope, the same with his knife. I also played the map as a scout, and I realized that any reflection at all has the problem (his bat, bullet casings, etc.). I've also had this problem with glass and windows (also, if someone could point me in the direction of some great window tutorials or information, I would greatly appreciate it!). Does anyone know what the problem is, and how to fix it?

Thanks in advance
 
Last edited:

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
have no fear, this is normal. Reflections get their 'reflection map' from what's actually called a "cubemap". a cubemap is made from placing an entity called env_cubemap into your scene, where players will be going, or where something will be reflecting. you then "build" the cubemap in game which takes a omnidirectional snapshot of your map from all the env_cubemap locations. it uses these maps for reflections. However, you do not want to actually add cubemaps and build them until your map is ready for release. It's usually the last thing done before your first final version. This is because of two things. If you build cubemaps under one name and then rename the map, the original cubemaps will remain there, but unused increasing filesize needlessly. also you don't need to spend time on placing your cubemaps until you've finished everything else.

If you're looking for more info on cubemaps do a search for a cubemap tutorial, I saw one on here the other day...