The default cubemap, and HDR bloomfests

Discussion in 'Mapping Questions & Discussion' started by Pocket, Apr 7, 2010.

  1. Pocket

    aa Pocket func_croc

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    So just for fun I started building this ridiculously complicated glass spiral staircase and catwalk. And when I went to test it, after building the cubemaps and reloading the map... I noticed this error in the console:

    Failed, using default cubemap 'engine/defaultcubemap'

    And sure enough, there was the default cubemap (you know, that sunset skybox that shows up in Hammer when you turn off shading). It's most noticeable on the Medic's saw, and on the door, which isn't supposed to be that reflective.

    [​IMG]

    Furthermore, I did a quick Google search for the error, and the first result was a Steam thread saying the problem was that I needed to also build in HDR. So I tried compiling the map with the HDR option checked and building both sets of cubemaps. It seems to have remedied the problem (the door is no longer super-shiny), but it's hard to tell, since the map is now so full of bloom I can't see for shit!

    [​IMG]

    While this map is just for fun and practice, both of these are issues that may well come up again, and I may as well ask what the hell I'm doing wrong now.
     
  2. ParanoidDrone

    ParanoidDrone L3: Member

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    I may not know the answer to your problem, but holy shit on a shit sandwich that staircase looks FINE. :O
     
  3. Vinnie

    Vinnie L1: Registered

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    If you're looking to deal with the excessive amount of bloom, you can lay down a logic_auto entity and an env_tonemap_controller somewhere in your map. From there, you send an output (from the logic_auto) for the 'OnMapSpawn' event to your env_tonemap_controller and use the input 'SetBloomScale' to adjust the bloom intensity. I find 0.8 or 0.9 works well.

    Here's the complete guide, where you can also play around with other HDR settings.
     
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  4. Firest0rm

    Firest0rm L4: Comfortable Member

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    first of all, those are epic stairs. my guess is that the amount of faces with a reflective texture were over the limit, so it exploded

    also, why do you have grey matter not achieved as a medic?
     
  5. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Good eye.
    I was wondering that myself.
     
  6. Pocket

    aa Pocket func_croc

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    That would be kind of hilarious. I've never even heard of such a limit.

    I've now tried NOT compiling in HDR and building the cubemaps both ways anyway, though, and for some reason that fixed it. But now I'm having issues with the cubemaps being misapplied, similar to what Codename22 is experiencing:

    [​IMG]

    Thoughts? I may just replace the chrome with a flat metallic texture of some kind, but as you can see, the glass has this problem too, at least from the underside.

    Apparently since that was one of the original achievements, before the class updates came out, it's counted as "non-class-specific". So it shows up no matter who I am.
     
  7. ParanoidDrone

    ParanoidDrone L3: Member

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    Grey Matter is one of the general achievements, not one of the class packs, so it appears for all classes. It's weird.

    And I think Ambassador headshots count towards it.