Can placing too many cubemaps lead to problems?

Discussion in 'Mapping Questions & Discussion' started by Beef Bucket, Feb 16, 2016.

  1. Beef Bucket

    aa Beef Bucket L41: Blessed Member

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    I've never gotten cubemaps to work, in the future I'd like to be thorough.
     
  2. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    cubemaps are essentially 360 degree screenshots of your map so they will increase your filesize, but there's no real limit to be aware of as long as you stay within reason.
     
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  3. henke37

    aa henke37

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    Note that cubamaps are rather low resolution. We are talking about 32x32x6 texels by default.
     
  4. Vel0city

    aa Vel0city func_fish

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  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    They add toward your entity count. Try to stay under 1000 for 32 player servers. If you go over 1600 you'll get an edict crash and TF2 dies. The 1000-1600 is a buffer to allow for all the bullets, bombs, etc that are blowing up. To many cubemaps can sometimes push the threshold and may cause glitching. You can also cut down on the entity counts by disabling bone followers on dynamic content thus potential better lighting without the added entity count since one is balanced off of the other.
     
  6. Fantasma

    aa Fantasma

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    I recall you're able to improve the resolution of them, so it may be preferable to make them high res in some areas with tons of reflections and low res in areas where the most you see is the sniper scope
     
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  7. sevin

    aa sevin

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    mat_envmapsize and mat_envmaptgasize

    I set both to 128 when I build cubemaps.