Compiling a map with game settings

Discussion in 'Mapping Questions & Discussion' started by DrSquishy, Aug 22, 2017.

  1. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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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.
     
  2. Lampenpam

    aa Lampenpam

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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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    Last edited: Aug 22, 2017
  3. Vel0city

    aa Vel0city func_fish

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    You could place a single cubemap in a small black box made out of brushes, then compile and build cubemaps.
     
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  4. Necrσ

    aa Necrσ

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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.
     
  5. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    Isn't there a default reflection of sorts though? I'm pretty sure there is
     
  6. Vel0city

    aa Vel0city func_fish

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    Yeah, the default cubemap is a HL2 sky or a checkerboard texture.
     
  7. henke37

    aa henke37

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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.
     
  8. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    the problem is there are a few models with godawful reflections as well