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Glass texture kicks off purple checkerboard... I have cubemaps...

Discussion in 'Mapping Questions & Discussion' started by Big Lou, Oct 24, 2008.

  1. Big Lou

    Big Lou L3: Member

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    Ok, I'm really confused. I have glass in my map, and I also have cubemaps, but for some reason it kicks off a purple checkerboard highlight. I don't understand what's causing this.

    Could it be the sky I chose? The compile log has an error for my sky. I chose sky_tf2_04.
     
  2. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Do you have a cubemap tied to each surface of the glass (not any nodraw faces)? Did you actually build cubemaps? And no, its not a problem with the sky.
     
  3. Big Lou

    Big Lou L3: Member

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    I just placed the cubemaps in the level. I've never had problems with this before. How do I tie them to the glass specifically? What do you mean by build?
     
  4. YM

    aa YM LVL100 YM

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    once you've compiled your map to get reflections properly working for a release you need to put these into the console:

    mat_specular 0
    buildcubemaps
    disconnect
    mat_hdr_level 0
    map <map_name>
    buildcubemaps
    disconnect
    mat_hdr_level 2
    mat_specular 1

    However, if you have a lot of env_cubemap entities this will take a long time, for non-release versions its not usually worth it.
     
    • Thanks Thanks x 2
  5. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    To tie them to the glass, just open up the cubemap entity properties (Alt Enter), and go down to the brush faces, hit the eye dropper, and then click on your reflective faces).
     
  6. Big Lou

    Big Lou L3: Member

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    Great! Thanks guys! I will give this a go when I get home!
     
  7. Apom

    Apom L6: Sharp Member

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    You don't need to do that (unless you want something specific to happen), brush faces automatically tie to the closest cubemap. Water being the exception.
     
  8. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    This is how you buildcubemaps, get to know it intimately if you plan on releasing playable maps :)
     
  9. Shadowfield

    Shadowfield L2: Junior Member

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    Do you type "disconnect" into the console, or do you actually disconnect from it. If you do all of this in-game, how does it save the changes you've made?
     
  10. YM

    aa YM LVL100 YM

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    Doesn't matter they both do the same thing.
    hl2.exe (tf2) writes the cubemaps into the .bsp when you run buildcubemaps.
     
  11. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    You will notice a slight increase in file size (of the .bsp) if it was done correctly.
     
  12. Big Lou

    Big Lou L3: Member

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    • Thanks Thanks x 1
  13. Kill_the_Bug

    aa Kill_the_Bug

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    Thanks Lou for making this map - I modeled one of mine after yours (my very first)
     
  14. Big Lou

    Big Lou L3: Member

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    That's possibly the best compliment I've ever received for a map. Thank you.

    Which map are you referring to?
     
  15. pitto

    pitto L3: Member

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    I thought there was no reason 2 start another thread so:

    I am trying 2 compile cubemaps by doing:
    but it doesn't seem 2 be working for my map BUT, I constructed a simple test map, and the cubemaps are fine. (using textures such as glass/glasswindow001c and metal/metalchrome002, and targeted cubemaps similar to my map)

    for compiling I am using all on normal, with hdr ticked, and the extra parameters:
    -novid -staticproppolys -staticproplighting -textureshadows -both

    also, after compile I am changing the map name from mapname to mapname_a2 (I don't think this has any effect as cubemaps seem 2 have worked 4 a1)

    any help would be appreciated on ideas that could be going wrong (I have been fiddling around with this for quite awhile now)
     
  16. Ravidge

    aa Ravidge Grand Vizier

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    Cubemaps are tied to the mapname, if you change the map name after building them they won't work.