Metal Surfaces don't shine?
Quote from Omnicoder on July 1, 2009, 10:09 amI'm not really sure whats going on. None of my metal walls shine. I checked and I'm using the same metal texture as the real chambers. I have env_cubemaps placed and I ran buildcubemaps. Spheres use the cubemaps correctly but metal walls don't. The only metal texture that reflects is metalwall048c which I don't want to use as it isn't the normal one valve uses (valve uses 048b which looks different)
Why won't my metal walls reflect?
I attached a pic to show what I mean.
I'm not really sure whats going on. None of my metal walls shine. I checked and I'm using the same metal texture as the real chambers. I have env_cubemaps placed and I ran buildcubemaps. Spheres use the cubemaps correctly but metal walls don't. The only metal texture that reflects is metalwall048c which I don't want to use as it isn't the normal one valve uses (valve uses 048b which looks different)
Why won't my metal walls reflect?
I attached a pic to show what I mean.
Quote from reepblue on July 1, 2009, 5:28 pmBuild your cubemaps? Make sure you got some env_cubemaps enities in the map, then in the console after compiling type "buildcubemaps" You should build your cubemaps after the last compile or for screenshots. .
/ Nevermind. . . . Must be the lighting. . I found that darker areas make reflective surfaces reflect more in darkness. But not pitch black. . .
Build your cubemaps? Make sure you got some env_cubemaps enities in the map, then in the console after compiling type "buildcubemaps" You should build your cubemaps after the last compile or for screenshots. .
/ Nevermind. . . . Must be the lighting. . I found that darker areas make reflective surfaces reflect more in darkness. But not pitch black. . .
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Quote from Omnicoder on July 1, 2009, 8:20 pmSo I need to make the area darker to make cubemaps work? Or assign a darker cubemap to an area?
So I need to make the area darker to make cubemaps work? Or assign a darker cubemap to an area?
Quote from Solomon on July 4, 2009, 8:33 amThe window for building cubemaps must be at least 800x600(?). Was it at that when you built them? Also, try as a test pointing a light at it or something, see if it shines. If it does, you will need to change your lighting.
EDIT: Is the wall a different texture to the floor? Maybe that texture just doesn't shine.
The window for building cubemaps must be at least 800x600(?). Was it at that when you built them? Also, try as a test pointing a light at it or something, see if it shines. If it does, you will need to change your lighting.
EDIT: Is the wall a different texture to the floor? Maybe that texture just doesn't shine.
Quote from Omnicoder on July 4, 2009, 12:09 pmI'm using the default metal wall texture which is the same one Valve uses and it shines. I think it must be my lighting as in some spots in other rooms, it shines.
I'm using the default metal wall texture which is the same one Valve uses and it shines. I think it must be my lighting as in some spots in other rooms, it shines.
Quote from HMW on July 4, 2009, 2:04 pmIn my experience, the regular metal blocks texture (which you used on the wall) only reflects lights that are much brighter than the surroundings. For example, check out http://forums.thinking.withportals.com/screenshots-of-try-anything-twice-t1735.html, second image. The metal walls on the right all use the same texture, and yet the front one looks shiny while the sides don't. (Probably because of the hanging light fixtures.)
These textures look very shiny in Hammer, but that's only an approximation.
The best way to get shiny walls is probably to light the map with a few small light sources (e.g. block hole lights) rather than large lights that make everything the same brightness. It adds a lot of atmosphere too!
In my experience, the regular metal blocks texture (which you used on the wall) only reflects lights that are much brighter than the surroundings. For example, check out http://forums.thinking.withportals.com/screenshots-of-try-anything-twice-t1735.html, second image. The metal walls on the right all use the same texture, and yet the front one looks shiny while the sides don't. (Probably because of the hanging light fixtures.)
These textures look very shiny in Hammer, but that's only an approximation.
The best way to get shiny walls is probably to light the map with a few small light sources (e.g. block hole lights) rather than large lights that make everything the same brightness. It adds a lot of atmosphere too!
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic