Black and purple

Discussion in 'Mapping Questions & Discussion' started by Terrorist5150, Aug 27, 2011.

  1. Terrorist5150

    Terrorist5150 L1: Registered

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    NOT loving it. I checked a million times for leaks, I found some, fixed them, but I still have this:

    [​IMG]


    [​IMG]


    [​IMG]


    I don't know what to do, any suggestions?
     
  2. Lancey

    aa Lancey Currently On: ?????

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    Add cubemaps to your map and build them to fix.
     
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  3. Terrorist5150

    Terrorist5150 L1: Registered

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    I try to, when I type "buildcubemaps" it says my resolution is too low, im running at 1600x900 though...
     
  4. Micnax

    aa Micnax I maek map

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    That'll be the resolution of the cubmaps themselves, you can adjust them in the env_cubemaps you've placed around the map.
     
  5. Terrorist5150

    Terrorist5150 L1: Registered

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    I have them at highest
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That is the problem. Just leave them at default (which happens to be 32). Your screen resolution has to be quadruple the cubemap resolution in order to create them (256 cube res * 4 = 1024 > 900 screen res). There is very little difference in appearance between cubemap resolutions, but the filesize of them goes up dramatically, especially if you have HDR compiled.
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    um, no, that's not how they work. Cubemaps are created once at a static size.
     
  8. Terrorist5150

    Terrorist5150 L1: Registered

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    I am still VERY confused on this. Do I just place a cubemap somewhere in the map, then open the game and try to build it? Whenever I do that, it says the resolution is too small.
     
  9. English Mobster

    English Mobster L6: Sharp Member

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    Okay, place cubemaps everywhere you possibly could. Keep aware that each cubemap will increase filesize, but the game uses these to build your reflections (what the checkerboards are currently standing in for). Try to put one in every room/major combat area, so that the reflections on weapons/floor/etc. look right. Also place them at 64 units above the ground to emulate a player's eye level.
    Make the cubemap size the default (32). Your cubemaps are too big for your screen resolution; it's impossible for the game to build them because they are so large. The default cubemap size will be fine.
    Ingame, type in the console (~ key):
    mat_specular 0
    buildcubemaps
    mat_specular 1
    disconnect
    sv_cheats 1
    mat_reloadallmaterials
    sv_cheats 0

    Then load up your map and the checkerboards will be gone.
     
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  10. Terrorist5150

    Terrorist5150 L1: Registered

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    Doesnt work
     
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  11. Beetle

    Beetle L9: Fashionable Member

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    I've always done it

    mat_specular 0
    buildcubemaps
    (disconnect/reconnect)
    mat_specular 1

    and that seems to work
     
  12. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Actually, I'd say there's a pretty big difference between the blurry mess that is the default resolution and the size just above which gives you a clearer picture. From a distance/at a glance, the later just looks 'shinier'.

    No much point in going alll the way up, we'll agree on that.
     
    Last edited: Sep 7, 2011
  13. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The reason I said that is there are extremely few objects that have reflections opaque enough to even see the difference.
     
  14. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Did you compile with full HDR?
     
  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    How to do cubemaps properly and explained: http://forums.tf2maps.net/showpost.php?p=233147&postcount=12

    And reiterating what Booj has said there are only like 2 objects in TF2 that have a full on reflection, excluding glass, the sniper rifle scope and the Gorge distillery machines. Any other reflective materials are rudimentary at best and the distillery machines have such a curved surface the resolution doesn't really add any discernable improvement to its aesthetic.

    If you don't wanna read the entire post i linked:

    mat_specular 0
    map prefix_yourmap_suffix
    buildcubemaps
    map cp_badlands
    mat_hdr_level 0
    map prefix_yourmap_suffix
    buildcubemaps
    map cp_badlands
    mat_hdr_level 2
    mat_specular 1
    map prefix_yourmap_suffix
     
    Last edited: Sep 7, 2011