Psyphil
L3: Member
- Nov 6, 2007
- 125
- 60
Placement
To define a cubemap’s position in space inside of a game map, we use the env_cubemap entity. When the map is compiled with VBSP, world geometry surfaces automatically associate themselves with the nearest cubemap to their surface.
It is important to note that cubemaps can have multiple uses depending on how they are placed in a game map. Some cubemaps will need to be placed to help reflections on static world geometry. Other cubemaps must be placed to help reflections on entities like NPCs or the player. The placement of these cubemaps must follow a few simple heuristics (depending on their utility) to ensure the maximal benefit, visually.
If a cubemap is intended for NPCs or the player, it should be placed 64 units above the ground so that it most accurately represents the world at that point in space for a standing creature.If a cubemap is intended for static world geometry, it should be at least 16 units away from all brush surfaces.Cubemaps should be placed in all areas of visual contrast. A hallway with bright yellow light will need a cubemap, especially if it is next to a room with low blue light. Without these two distinct cubemaps, reflections and specular highlights will seem incorrect on entities and world geometry.
Basicly place one (or more if it's big) in every room