Do cubemaps matter?

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yohoat9
274 Posts
Posted Jun 29, 2011
Replied 15 minutes later

ScicoPax wrote:
Hey, I had the same problem.
You have to put in the console:

buildcubemaps mat_reloadtextures mat_reloadallmaterials
I discovered it by myself messing around with the console. :razz:

Didn't do anything...

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Vordwann
767 Posts
Posted Jun 29, 2011
Replied 4 minutes later
Also, for people who cannot run on higher settings (not me), you need to make a cubemap at the center of any water and make the face it affects the face with the water texture.
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msleeper
4,136 Posts
Admin
Posted Jun 29, 2011
Replied 6 hours later

Vordwann wrote:
Also, for people who cannot run on higher settings (not me), you need to make a cubemap at the center of any water and make the face it affects the face with the water texture.

I'm not sure what display settings have to do with this. You are supposed to do this for all water surfaces.

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Vordwann
767 Posts
Posted Jun 29, 2011
Replied 19 minutes later
Well that's wierd because my computer does them perfectly fine without cubemaps, I just put them in anyways because it's standard practice.
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msleeper
4,136 Posts
Admin
Posted Jun 29, 2011
Replied 1 minutes later
Water surfaces will use the nearest cubemap for their surface reflections, yeah, but it's "standard practice" like you said to have a specific cubemap pointing to the face of the water.
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iWork925
1,080 Posts
Posted Jun 29, 2011
Replied 38 minutes later
Just noticed that without cubemaps, Atlas's metal parts (which I assume are reflective) get this weird kinda brass looking effect.

SteamPunk Atlas FTW!

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KenJeKenny!?
238 Posts
Posted Jun 30, 2011
Replied 8 hours later

iWork925 wrote:
Just noticed that without cubemaps, Atlas's metal parts (which I assume are reflective) get this weird kinda brass looking effect.

SteamPunk Atlas FTW!

Best place to look... is the portal gun... the white surface should reflect any nearby light and the bumpmapping should be obvious when using cubemaps correctly.

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raulness
68 Posts
Posted Jun 30, 2011
Replied 2 hours later
Since we're all asking about cubemaps, I've got a small question I've always wondered about them.

Once you build your cube maps via console, are they permanently embedded into your .bsp file until they are rebuilt again?

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PortalCombat
306 Posts
Posted Jun 30, 2011
Replied 1 hour later

raulness wrote:
Since we're all asking about cubemaps, I've got a small question I've always wondered about them.

Once you build your cube maps via console, are they permanently embedded into your .bsp file until they are rebuilt again?

afaik, yes.
... but, I noticed that they get lost, when you rename the map file.

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KenJeKenny!?
238 Posts
Posted Jun 30, 2011
Replied 34 minutes later
Aren't the cubemaps automaticly build when you compile on full + hdr? (you still have to place them in hammer offcourse)
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WinstonSmith
940 Posts
Posted Jun 30, 2011
Replied 13 minutes later

KenJeKenny!? wrote:
Aren't the cubemaps automaticly build when you compile on full + hdr? (you still have to place them in hammer offcourse)

No. Cubemaps are built from the engine, because in essence a cubemap is a set of photos taken from the position of the env_cubemap. This can't be done during the editing/compilation process, because it requires the map to be loaded and running in the engine.

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KenJeKenny!?
238 Posts
Posted Jun 30, 2011
Replied 17 minutes later

WinstonSmith wrote:
No. Cubemaps are built from the engine, because in essence a cubemap is a set of photos taken from the position of the env_cubemap. This can't be done during the editing/compilation process, because it requires the map to be loaded and running in the engine.

Just to be sure i always build my cubemaps after compiling a release.

But i was wondering... because i read on the VDC that you should build them in both HDR and LDR (Source)

I just always executed a simple buildcubemaps command which never gave me any trouble...

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Robdon
204 Posts
Posted Jul 02, 2011
Replied 1 day later
Have to say, I dont seem to be able to get cubemaps to do anything in any of my maps :sad:

I'm a complete newb though :smile:

Any chance one of you guys who know what you're doing just knock up a small demo room, that you can visibly see the different if you remove/add a env_cubemap?

I've tried it, but it just seems to do nothing.

If I dont have any env_cubemap, water seems to reflect roofs, walls, bridges etc all fine. And if I add a env_cubemap, it just does nothing different as far as I can see.

(Yes, I've done the buildcubemaps also)

One thing I noticed, after doing buildcubemaps, is I get this error in the console:
Can't load skybox file sky_black_nofog to build the default cubemap!

Thanks,

Rob.