Managing cubemap reflections on glass
But most importantly, what do your reflections look like? Simply bad, or does it look like the reflections were done on Mars? Can you post a picture?
Konke wrote:
Is it possible to just disable the glass reflections?
If you aren't using custom textures, where ofc you can modulate the glass reflections, you can choose some glass materials with low/non reflections.
Try for example "glass\glasswindow007a_nospec.vmt"
Anyways, you should always build cubemaps. Make sure you have a copy of your map into your /portal 2/portal2_dlc2/maps folder. Make sure that you have placed some env_cubemaps entities in your map as well
... Then run your map and type buildcubemaps on your console.

This first image shows a ugly reflection from a distant source. Don't you agree it look terrible?

This second image shows a example of another ulgy reflection. Underneath is a pool with toxic slime, which doesn't even remind of the reflection.

And the last image shows a reflection of a indicator light. The problem here is that when the lights turn from blue to yellow, the reflection still stays as blue.
So, I have a lot of big pieces of glass in my map and I would like it to stay that way. Is there a way to get around this problem? Thanks again!
How do you guys handle your glass reflections? I can't be the only one with this problem, can I?