[Solved] Glitch
I'm having a glitch in my map.
Naamloos2.pngIt's a panel wall 2 units thick. I'm also doing this in other places but it only gives here problems. The panel is attached at the right place. Anything else I can be doing wrong?
Sorry to double post on this but I don't want to make a new topic cause it's also a glitch I think. The faith plate on the picture is reflecting way to much compared to the faith plates in the story or coop. I also have maps with this exact same faith plate where it's not reflecting. I have also a "prop_dynamic_override" with as World Model "models/npcs/turret/turret_skeleton.mdl" that suffers the same reflection. Removing the prop_dynamic_override doesn't help. Removing or adding lights doesn't help. Letting the player spawn in dark or the same room where the faith plate is in doesn't help either. Does anyone has a clue about this?
Naamloos2.pngTnx to you I got my teaser for my new map finished: http://steamcommunity.com/sharedfiles/f ... d=75619532

Some points to be aware of:
* Cubemaps have to be built separately for LDR and HDR modes
* If you change (recompile) or rename the map after building cubemaps, they won't work; you'd need to build them again.
* The command will fail if your map isn't in the right folder. I think this is currently portal2_dlc2/maps but I'm not 100% on that
As always, the VCD has more to say.
zivi7 wrote:
But a full compile in Hammer, the final, slow one, does build them, right?
No, cubemaps must be built at runtime because they use the in-game engine to draw reflections.
zivi7 wrote:
But a full compile in Hammer, the final, slow one, does build them, right?
Another offtopic tip:
Don't use final. It's supposed to improve lighting on maps with a lot of light_environment light and shadows (indirect lighting), but in general these differences are very little. For Portal 2 and most maps in general you don't need it.
Skotty wrote:
zivi7 wrote:But a full compile in Hammer, the final, slow one, does build them, right?
Another offtopic tip:
Don't use final. It's supposed to improve lighting on maps with a lot of light_environment light and shadows (indirect lighting), but in general these differences are very little. For Portal 2 and most maps in general you don't need it.
So what would the best practise be? A 'normal' compile with Static Prop Lighting turned on?
Thats what I use everytime (HDR and LDR seperated, use instead of -both just -ldr or -hdr).
Just read on the VRAD page: Final is just for skybox light.