Buildcubemaps Crashes Game
Error opening <source to map file>.bsp It does say that it is looking for the map inside the portal_dlc1 folder. Has Valve broken cubemaps when they released the DLC?...
Discuss.
It seems that is broken since the latest update. I was aware of that by Nyskrte. It's like if they would established the DLC folders by default to do all testing, but then they forgot to change that back again after testing. I've put a copy of the map also in the DLC folder but also crashes....
I'm going to see if verifying the integrity of the game files fixes it. (Edit: It did not)
Is Valve aware of this?
Hopefully these are all fixed in the near future.
(if they fix this, it wouldn't be very soon)
P.S
Actually the neurotoxin map, didn't use actual portals instead they used a portal detector on a wall model
(look it up, the wall is actually a model, if it wasn't it wouldn't regenerate) and when shot at, a particle then another then the model (fakeportalring.mdl)
They used the power of something to emulate smooth moving portals.
Sv_allow_mobile_portals when shot at, sometimes, the portal ring will disappear, that's how you know that's a real portal.
because of its orangeyness, it haves metal a brass look. Makes the robots look steampunkish.
If so, that explains, why I've never been able to see ANY difference to my maps if I include/build cubemaps or not.
Is there some way to make my 'good' card simulate the 'bad', so that I can test it? otherwise I will never know if I have it right or not.
Rob.
Robdon wrote:
So, am I right in saying that Cubemaps are for only 'old graphics' cards... and pretty old if DX9 is the requirement.If so, that explains, why I've never been able to see ANY difference to my maps if I include/build cubemaps or not.
Is there some way to make my 'good' card simulate the 'bad', so that I can test it? otherwise I will never know if I have it right or not.
Rob.
-dxlevel 90
in the launch options.
Nyskrte wrote:
Robdon wrote:So, am I right in saying that Cubemaps are for only 'old graphics' cards... and pretty old if DX9 is the requirement.
If so, that explains, why I've never been able to see ANY difference to my maps if I include/build cubemaps or not.
Is there some way to make my 'good' card simulate the 'bad', so that I can test it? otherwise I will never know if I have it right or not.
Rob.
-dxlevel 90
in the launch options.
Ok, thanks.
Still cant see any difference in my map though 
Maybe I'm not looking for what I need to see. It should be making my reflections in the water better, yes? They seem just the same (and fine) whether I build them or not. (Yes, I realise that building them is crap at the moment and you need to copy them back/forth from the dlc folder)
Can someone post 2 screen shots, with and without cubemaps... so I can see what I'm supposed to be looking for?
Thanks,
Rob,