Compiling a map with game settings

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

  1. DrSquishy

    DrSquishy L7: Fancy Member

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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 personal pick-pocketing parrot

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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

    DrSquishy L7: Fancy Member

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

    aa Vel0city personal pick-pocketing parrot

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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

    DrSquishy L7: Fancy Member

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