problem with reflective textures

i have the problem that every texture that uses $envmap is shown normally in hammer, but pink and black ingame after rendering
i put a "env_cubemap" in the room and used this vmt:
"LightmappedGeneric"
{
"$basetexture" "icy"
"$bumpmap" "icy_nrm"
"$surfaceprop" "Tile"
"$envmap" "env_cubemap"
"$envmaptint" "[ .5 .5 .5]"
}
icy_nrm is a standard normalmap and both textures have mipmaps.
do you have any idea how to fix it?
Also try putting"$normalmapalphaenvmapmask" "1"Inside your .vmt
lpfreaky90 wrote:
Did you place the env_cubemap anywhere close? They have a certain size in where they work. Also make sure your map actually has cubemaps; if you're using the modern elevators you should notice this by a white glow in the glass on map spawn.
-the env_cubemap is near
-i didnt use them, but i built the cubemaps 
chickenmobile wrote:
Have you been building the cubemaps (buildcubemaps in console) with a full compile?Also try putting
"$normalmapalphaenvmapmask" "1"Inside your .vmt
-i made a full compile (if bsp-normal, vvis-normal, vrad-normal+hdr is the full compile
)
-i tried "$normalmapalphaenvmapmask" "1",but nothing new happened...
-in portal 1, the texture is pink-black squared and in portal2 its white (or maybe not drawing
)
-i tried to add the surface to the brush faces of the env_cubemap and nothing happened
-if i take a standard texture (metalwall048b) and use my vmt with it, i have the same issue 
thanks for your answers, but nothing worked...
LightmappedGeneric
{
$basetexture "Glass/glasswindow_frosted_002"
$envmap "metal/black_wall_envmap_002a_hdr"
$envmapmask "glass/glasswindow_frosted_002b_mask"
$envmapsaturation .1
$envmaptint "[ .1 .2 .3 ]"
$surfaceprop glass
$translucent 1
$fresnelreflection .5
"srgb?$alpha" "0.5"
"%noportal" 1
"%keywords" portal2
$worldimposter 1
}
You're linking to env_cubemap; which should be a material in materials/env_cubemap but there isn't one by default. Maybe this helps?
When the map is compiled, it's replaced with a special texture that is part of the BSP. There is one of those textures for each cube map entity in the map, and these textures receive the cube map images that the "buildcubemaps" command produces.
Is it just your own texture that has this problem? If so, try removing the double quotes around the word env_cubemap. I'm not sure if the compile tools will recognise it as a special value when it's in double quotes.
HMW wrote:
The text "env_cubemap" is just a place holder, it doesn't refer to an actual material file.
When the map is compiled, it's replaced with a special texture that is part of the BSP. There is one of those textures for each cube map entity in the map, and these textures receive the cube map images that the "buildcubemaps" command produces.Is it just your own texture that has this problem? If so, try removing the double quotes around the word env_cubemap. I'm not sure if the compile tools will recognise it as a special value when it's in double quotes.
fair enough; I know what env_cubemaps do but I didn't know it worked for textures in this way.
lpfreaky90 wrote:
I didn't know it worked for textures in this way.
i knew that it works like that , but i didnt work for me 
i tried it the way, you said and i got a white texture,and i tried removing the "...
i saw all that in a tutorial on youtube 
http://www.youtube.com/watch?feature=pl ... 9RM#t=429s
how is it possible that it works for him, although he uses prefectly the same method?
tly wrote:
http://www.youtube.com/watch?feature=player_detailpage&v=TACkX4R49RM#t=429s
how is it possible that it works for him, although he uses prefectly the same method?
Grab your computer, shove it in a fire, when it is melted put it through a crusher. When it is crushed throw it into the ocean. Once it rusts for a couple of years, take it out and put it in an inferno. When completely melted: get the remains and bury them in a meteor crater. Only then will you be sure that your cubemap problem will be solved.
Oh wait... that's for destroying your computer...
I got nothing.
chickenmobile wrote:
Oh wait... that's for destroying your computer...
Easier way is easier.
self_destruct.png
Back on topic: I assume you know that you have to save your bsp to the $SteamUserDir\portal 2\portal2_dlc1\maps folder, right?, otherwise building cube maps will not work.
This has been an issue since the DLC release, but I thought I'd mention it just in case you didn't know.
See this post / thread for details.
It is also important not to rename the bsp after building cube maps, or they will stop working.

i tried portal 1 and 2
maybe ill get it some day and ill tell you how i made it 