How do i make reflections in sun glasses, scopes

R

Russia

hi guys just got the SDK and have been playing around with it for a bit, I have one lil problem tho how do i get the reflections in the sniper scope or glasses becouse all i get is a pink and black mesh instead of the correct reflections of the saroundings, any help would be great

thanks
 
R

Russia

ohh never mind I figured out how it was as simple as Creating a env_cubemap Entety
and you get all the reflections on the scope and shiny stuff
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
heh yeah.. I still don't understand why something like wouldn't just be included automaticly but ah well.
 

Cdsand

L2: Junior Member
Oct 25, 2007
75
1
Is that all you did? You need to place a env_cubemap in the middle of each area that has contrasting surroundings. Use buildcubemaps in the console to give each env_cubemap its associated reflection texture. If you don't, you'll only get a default reflection made with the skybox texture.
 
K

Kaishi

So, how do I open my map in another mod/game to do buildcubemaps... Everytime I try it hl2 crashes :/
 

drp

aa
Oct 25, 2007
2,273
2,628
and why dont you do it in TF2? is it not working?
 
K

Kaishi

yeah, i get errors, and all of the posts I found said. "you can'd do it in tf2, do it in another game/mod"

I get the following errors when I try to do it in TF2

Current mod isn't in a subdirectory of "game"!
bounce: 1/1 sample: 1/3
bounce: 1/1 sample: 2/3
bounce: 1/1 sample: 3/3
*** Error: Skybox vtf files for sky_hydro_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_hydro_01 to build the default cubemap!
 
K

Kaishi

it appears so.

I guess my problem was this:?

The problem lies with TF2's sky textures. For some inane reason, the side textures do not match the top and bottom textures and therefore cubemaps get all freaked out. Use a common sky instead of a TF2 sky (check the Valve Developers Wiki for a sky listing) and everything will shape right up.

I'm using other skyboxes and after deleteing and re-creating my env_cubemaps and whatnot, it looks like i've got it working.

edit: yep, fixed it.

P.S. I'd really like to use the TF2 skyboxes :(
 
Last edited by a moderator:
G

gnat

building cubemaps in TF2 is fixed. if you end up with purple textures from the tf2 skies, then type "mat_specular 0" before you build your cube maps. that will disable reflections in the game engine. also, the map must be reloaded after executing the buildcubemaps command or they will not be saved.

you'll need to set mat_specular back to it's default value of "1" if you want to see what your new cubemaps look like.
 
Last edited by a moderator:

oxy

L5: Dapper Member
Nov 27, 2007
208
30
I am also having this trouble. I have made a custom skybox, I got everything working correctly I have packed my skybox with pakrat. I placed and build my cubemaps but am still getting purple glass. When I bulld my cubemaps I am getting this in console:

Code:
] buildcubemaps 
Current mod isn't in a subdirectory of "game"!
bounce: 1/1 sample: 1/24
bounce: 1/1 sample: 2/24
bounce: 1/1 sample: 3/24
bounce: 1/1 sample: 4/24
bounce: 1/1 sample: 5/24
bounce: 1/1 sample: 6/24
bounce: 1/1 sample: 7/24
bounce: 1/1 sample: 8/24
bounce: 1/1 sample: 9/24
bounce: 1/1 sample: 10/24
bounce: 1/1 sample: 11/24
bounce: 1/1 sample: 12/24
bounce: 1/1 sample: 13/24
bounce: 1/1 sample: 14/24
bounce: 1/1 sample: 15/24
bounce: 1/1 sample: 16/24
bounce: 1/1 sample: 17/24
bounce: 1/1 sample: 18/24
bounce: 1/1 sample: 19/24
bounce: 1/1 sample: 20/24
bounce: 1/1 sample: 21/24
bounce: 1/1 sample: 22/24
bounce: 1/1 sample: 23/24
bounce: 1/1 sample: 24/24
*** Error: Skybox vtf files for sky_furnace_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_furnace_01 to build the default cubemap!

Thanks for the help.

oxy