Reflective Floor

Discussion in 'Mapping Questions & Discussion' started by Tenthirteen, Feb 27, 2013.

  1. Tenthirteen

    Tenthirteen L1: Registered

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    Hey guys,

    Just a simple, very simple question. I'm building a map, not for gaming use (not for now at least) but a set I want to use over in Source Film Maker. Now, I've done most of the elements of my scene. One of the few things that remains is the reflective floor. I just need a standard reflective tile floor as seen in most TF2 levels. Nothing fancy, just that, maybe with the reflections pumped up a bit but that's not crucial. What is crucial is that I get at least some reflections. I've added in materials from the library, the tile looks great but there's no reflection. I tried copy / pasting an object mapped with a reflective tile from 2Fort, in 2Fort it reflects in my map it doesn't. Could you guys please tell me which is the simplest, idiot proof way of getting a reflective tile floor?
    Any tips appreciated. Thanks!
     
  2. Bloodhound

    Bloodhound L6: Sharp Member

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    If you put an reflective material in, it should work.
    Try to not use the TF2 process that was started by hammer after the compile. Try TF2 via your steam library.
    It could be that the process by hammer is somehow misconfigured.

    Then get the console and check if "mat_specular" was 1.
    mat_specular controls the reflectivity.
    If it was 0, there was your issue.

    However, I don't think that this is the problem.
    Have you tried compiling cubemaps?
    http://forums.tf2maps.net/showthread.php?t=16452
     
  3. Tenthirteen

    Tenthirteen L1: Registered

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    I tried compiling cubemaps and what happened was that the floor is still not reflective but an intel suitcase I brought in from 2Fort for testing is now overly reflective...
     
  4. Bloodhound

    Bloodhound L6: Sharp Member

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    What are you settings for reflectivity in the video settings?

    Since you said, that you are using the same material as in 2Fort,
    it can't even be the material. :/

    I'm out of ideas, sorry.
     
  5. Tenthirteen

    Tenthirteen L1: Registered

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    Thanks you for sticking around bloodhound. I'm pretty new with Hammer, what video settings are you talking about?
     
  6. Bloodhound

    Bloodhound L6: Sharp Member

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    The video settings in TF2.
    Where you can set AA and Texture Quality and stuff.

    Thats the only thing I can imagine.
     
  7. Tenthirteen

    Tenthirteen L1: Registered

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    All my video settings are at full, I don't know what could possibly prevent reflections from the floor.
     
  8. ForbiddenDonut

    aa ForbiddenDonut

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    When you build cubemaps, you have to set mat_specular to 0 before initiating the buildcubemaps command. Once the cubemaps are built, reload the map and set mat_specular back to 1. Otherwise, props with reflective qualities receive twice the power of reflections they need.

    Refer to this to learn more about getting proper reflections via buildcubemaps. Follow the instructions posted by 'YM.'

    http://forums.tf2maps.net/showthread.php?p=24384

    EDIT: Actually, I'm curious. When you say you're 'copy/pasting' the texture from 2Fort, you're not actually trying to recopy the texture in the folders, right? You're just opening a 2Fort decompile, checking the texture type and then using it in your own map, right?
     
    Last edited: Feb 27, 2013
  9. Tenthirteen

    Tenthirteen L1: Registered

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    What I'm doing is this. I opened 2Fort, copied a floor object into my scene, deleted my floor object, and replaced it with the imported one. This way I hopped any correct settings would have transfered from 2Fort to my map.
     
  10. ForbiddenDonut

    aa ForbiddenDonut

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    Hmm. Alright. Try it with the instructions I linked you and report back.

    We'll get to the bottom of this.
     
  11. henke37

    aa henke37

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    I was under the impression that the cubemaps were supposed to be built with mat_specular 0 because the default texture is missing, causing any seen reflections to show the pink checkerboard. Which would look odd.
     
  12. ForbiddenDonut

    aa ForbiddenDonut

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    Whenever I build cubemaps without mat_specular being set to 0, all my reflective props become a startling bright white. I noticed the same thing happened when, while working on a HL2 mod, one of the spec shaders I left precached would cause the same thing to happen when I built cubemaps. It seems like it does the reflections, but the spec settings causes it to loop or amp them up.

    Maybe someone with more technical knowledge of how cubemaps are built can explain exactly what is going on, but my result is the same - I get shitty white reflections on my props when I build my cubemaps with mat_specular 1.
     
  13. Pocket

    aa Pocket func_croc

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    Possibly stupid question: Does your map even have actual env_cubemap entities in it? Because if I recall, a map with no actual cubemap entities will render props with reflectivity (reflecting a "default" cubemap of a generic daytime skybox, possibly explaining the "overly bright" business) but not do the same to brushes.
     
  14. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    I'm surprised nobody had actually asked that yet.
     
  15. Tenthirteen

    Tenthirteen L1: Registered

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    Well, it worked, floor looks great. So thank you very much so far!
    Now to the new problem. Once I exit the map where the reflections look fine and everything, if I go in back again via Hammer or TF2, the reflections are not there anymore.

    Thanks for having the patience of talking me through all this!
     
  16. henke37

    aa henke37

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    That is very simple: cubemaps are stored in the bsp file that the game loaded when compiling them. Not the one built by vbsp and friends, that's a different copy of the file in a different folder. And both of the files are automatically regenerated each time you build, wiping out the cubemaps.
     
  17. Micnax

    aa Micnax I maek map

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    So basically, you need to rebuild them every time you create a new compile of the map.

    You'll get used to it though :p
     
  18. Tenthirteen

    Tenthirteen L1: Registered

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    Wait wait... OK. So, how can I permanently store the cubemaps in my map?
     
  19. omegasupreme

    omegasupreme L1: Registered

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    I don't think you can
     
  20. ForbiddenDonut

    aa ForbiddenDonut

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    If you recompile it via Hammer, you're going to need to rebuild them.

    If you just leave TF2 and come back to it later, you won't need to.