Reflection

Queops

L2: Junior Member
Apr 30, 2008
77
3
x3vor4.png


I get this skybox-like reflection on my brush with glass/fishtankglasswindow001a texture, inside of a building, how do I make it so that it won't appear the skybox reflections?

Thanks.
 
Aug 19, 2008
1,011
1,158
you need to place an env_cubemap inside the building, the cubemap collects images in its proximity and uses that to give the reflective surface the correct reflections
if you have several rooms with reflective surfaces you might need several env_cubemaps in the distinctive rooms, so you get the correct reflection for each one.
reflective surface use the nearest cubemap and take its reflection-data, you can also manually bind the cubemap to surfaces

http://forums.tf2maps.net/showthread.php?t=4530&highlight=cubemaps
http://forums.tf2maps.net/showthread.php?t=807
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
Make sure you have a cubemap in each room for reflections on player's weapons. This is really only apparent on the Sniper's rifle scope but a few melee weapons also reflect the environment. Water of course also needs cubemaps to reflect their surroundings :)
 

Queops

L2: Junior Member
Apr 30, 2008
77
3
Make sure you have a cubemap in each room for reflections on player's weapons. This is really only apparent on the Sniper's rifle scope but a few melee weapons also reflect the environment. Water of course also needs cubemaps to reflect their surroundings :)

Yeh, thanks for the advice!:laugh: