Somewhere along the process of lighting my map, a strange thing happened to the reflective surfaces. They inexplicably turned purple: What you're seeing here is that the glossy checkered floor isn't reflecting the world around it, it's reflecting purple. The same with my windows. Before, they simply didn't reflect at all, that actually looked better than the purple. I know it isn't lighting, because the problem is happening in all lighting situations. Does this have something to do with my cubemaps? I placed those little cubemap deals in many places, though I never did tie any brush faces to them. The impression I got was that you just stick the cubemap entity in various parts of your map where the lighting situation has changed. I even did the "build_cubemaps" command. What's going on here?
Build the cubemaps? I thought that typing the command "build_cubemaps" in the console did that. Was I supposed to do something else?
sorry for not being more precise. do you have the cubemaps entity placed in your maps? if so, run your map and type 'buildcubemaps' and every shiny surface should function the way it should.
Though it might be an unwanted side effect.. those purple windows look pretty cool! But yes, make sure you're using the right command for a start. "buildcubemaps" instead of "builld_cubemaps" as you said. Also, you might want to paly with "mat_specular" (0 off, 1 on) as well. I think there's some kind of bug where if you don't set mat_specular to 0 before doing buildcubemaps, you will get the purpleness. Finally, reload your map when you're done.
Thanks, both of you. I did have env-cubemaps placed all over, and I did type either "build_cubemaps" or "buildcubemaps". I can't remember which one, but it did something... It took snapshots in multiple directions from each env_cubemap. It was still purple, but looking back, I had my speculars turned on. I'll go back in and check things out.