For the years I have been on here, there are posts and posts of people helping other people with the dreaded "purple checkerboard" issue. Letting them know to properly build their cubemaps, which made me think, can people easily find on here how to build them? So I did a quick search in the tutorials section and couldn't find a flat bold tutorial that said "How to Build Cubemaps" or "Building Cubemaps". Thus why this thread right here has been created. Grant it there aren't any fun pictures to look at(yet) but the needed information is now set right here in front of you without having to scavenge through random posts trying to find out how to properly build your cubemaps. This will get more updated over time including more and more fine details so don't blow your hat off if it seems bland at first. /rant ----- ----- ----- ----- Now for the fun stuff, I'm guessing everyone has a basic knowledge of using the console(that could come back to bite me later). But once you start up TF2 you just simply enter in the following commands in your 'console' without the -'s and you will successfully and properly build cubemaps for your map which will give you proper reflections on windows, water and anything else shiny. AS WELL AS getting rid of all the purple checkerboards! Enjoy Building cubemaps for LDR -mat_specular 0 -map <mapname>(Load your map) -buildcubemaps -mat_specular 1 -disconnect -map <mapname>(Load a different level; clears texture cache) -map <mapname>(Load you map again Building cubemaps for LDR & HDR(recommended) -mat_specular 0 -map <mapname>(Load your map) -buildcubemaps -disconnect -mat_hdr_level 0 -map <mapname> -buildcubemaps -disconnect -mat_specular 1 -mat_hdr_level 2 -map <mapname>(Load different level; clears texture cache) -map <mapname>(Load your map again) ----- ----- ----- ----- Whats to come: Pictures Detailed Explainations Artwork Note: If, after completing these steps you still have a purple checkerboard you may want to check you map for a leak as these steps are full proof and will work everytime.