Cubemaps
I tried placing them, but all the observation-room windows show funky now, blinking with lines through them occasionally.
A little help please?
ALSO: Some areas look OVER-reflected, turning grainy and spotty, looking like somebody puked on them.
madcat1030 wrote:
ALSO: Some areas look OVER-reflected, turning grainy and spotty, looking like somebody puked on them.
I haven't really worked with cubemaps that much, so I don't have much say on it, but maybe you have the reflectivity set too high? Or maybe the texture already has reflectivity in it, and doesn't need the cubemap?
Do I have to tie the window brushes TO a func_brush? For some reason, I thought that brushes were that automatically, but now that I think back, I see... Why would there have been a "func_brush" entity if that were the case. I'm gonna go see if that helps things with the windows. But the other problems are still stupid.
I try to follow the rules set in the VDC wiki, but it still looks crazy bad.
If you tie the window brush tu a func_brush, it becomes a member of entity (not a world brush anymore) which means it doesn't split visleafs which means better optimisation which means faster compilation