help with cubemaps?

Discussion in 'Mapping Questions & Discussion' started by sclera, Mar 15, 2014.

  1. sclera

    sclera L1: Registered

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  2. Fantasma

    aa Fantasma

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    The scope in your sniper indicates cubemaps are being built in fact. What's the commands you are using? Are you turning mat_specular off?
     
  3. takabuschik

    aa takabuschik

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    1. do you have enough env_cubemaps in your map, to actually reflect the cubemaps?

    2. make sure you build them properly:
    Code:
    mat_specular 0
    buildcubemaps
    disconnect
    mat_specular 1
    mat_reloadallmaterials
    (I think that's the correct one...)

    3. is the texture a custom one? it might not be pakked correctly (EDIT: forget about this one)
     
  4. sclera

    sclera L1: Registered

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    I don't know - how do I determine that? Am I going to need to put cubemap entities near every window so that they can reflect each other properly?

    I've tried every building combination I've found on Google and I end up with results varying between not good enough and terrible. I am aware that mat_specular needs to be 0 before I build.
     
  5. henke37

    aa henke37

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    But do you know that you need to reload the map before cubemaps are loaded correctly?
     
  6. sclera

    sclera L1: Registered

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    Yes.
     
  7. Lampenpam

    aa Lampenpam

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    Maybe try another texture there? :I
    Is it a custom one?
     
  8. Nerdbot

    Nerdbot L7: Fancy Member

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    I learned a tip recently that might help. In Hammer, click on the nearest cubemap and click "Brush faces," and select that surface. By default a reflective surface goes by the nearest cubemap to its center, but with this you can override it to go off the cubemap you selected (which is very helpful for things like reflective floors).

    It might not look too pretty if you pick a cubemap that the surface isn't actually facing, but if it works it will at least help finding out what the problem is.
     
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  9. sclera

    sclera L1: Registered

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    Thanks everyone. I ended up making cubemap entities for the offending faces and assigning them to each other, that seems to have done the trick.