Cubemaps

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kizzycocoa
975 Posts
Posted Feb 28, 2013
Not strictly portal-related, but the same engine.

I want a cubemap to be applied to a texture, so I ran cubemaps, and extracted it. I then set the $envmap var in the VMT.

But, it seems that it has broke. The cubemap now makes the tiles super-bright. even though it did work when it was run as per the norm.

I have uploaded 3 files of the textures. this texture is intended to be used for a Half Life 2 Deathmatch map, but there is no general mapping help forum. still, same engine, same issue.
all textures/VMTs are to be put in "materials/DERSE/"

I also had a gold cubemap and did this same process, and it worked there. I figure it's somehow an issue with the cubemap texture?

Here is what it looks like: http://steamcommunity.com/sharedfiles/f ... =130033079
and here is what I want it to look like, except in yellow: https://dl.dropbox.com/s/l2kskhrhwegu1r ... _00002.jpg

EDIT: I talked to Omnicoder, and after some testing, we've seen that under normal cubemaps, it works fine. but it's not recognising the "envmapmask" tag. no idea why! :S

Any idea what the issue is?

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reepblue
894 Posts
Posted Feb 28, 2013
Replied 1 hour later
Have a legit skybox? That is, are you using a cubemap from Valve?
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kizzycocoa
975 Posts
Posted Feb 28, 2013
Replied 1 hour later

reepblue wrote:
Have a legit skybox? That is, are you using a cubemap from Valve?

I do have a legit skybox in that city map, however, even in maps where no skybox is present, this happens. Actually, the skybox in that map is normal, with black brushes "hiding" the sky, to give the appearance of total darkness, while having light from a sun-like object.

The cubemap is taken straight from the bsp. I compiled it with mat_specular at 0, then extracted the cubemap. Before extraction, it worked fine. After, it did not. I did this before with the gold walls, but it seems this time with purple, it failed :S

The gold VMT is identical to the purple. The only difference is "PROSPIT" and "GOLD" are replaced with "DERSE" and "PURPLE", with the respective file and folder changes.

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reepblue
894 Posts
Posted Feb 28, 2013
Replied 46 minutes later
I just know that if you use a custom skybox that is not made correctly, that will be your result. Maybe a hiccup in the vmt?
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kizzycocoa
975 Posts
Posted Feb 28, 2013
Replied 3 minutes later

reepblue wrote:
I just know that if you use a custom skybox that is not made correctly, that will be your result. Maybe a hiccup in the vmt?

I've uploaded the VMT here. Seems all fine.

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kizzycocoa
975 Posts
Posted Mar 01, 2013
Replied 11 hours later

I have the files for the gold texture here for analysis. the gold one works, but the purple does not. I am unsure why.

the cubemaps for purple works in-map, but when extracted, they do not. I have kept the original cubemap files for the purple one in there too.

https://dl.dropbox.com/u/3922896/materials.zip

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kizzycocoa
975 Posts
Posted Mar 01, 2013
Replied 7 hours later
FIXED!

it seems the worse cubemap was best in-game, while the best cubemap was worse in-game.

HDR cubemaps look horrible in VTFedit, while LDR looks amazing in VTFedit. is strange!

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msleeper
4,095 Posts
Member
Posted Mar 04, 2013
Replied 3 days later
If you want a specific env_cubemap to be applied to specific faces, you can just use the "Brush faces" property to override standard distance based cubemapping.
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kizzycocoa
975 Posts
Posted Mar 04, 2013
Replied 26 minutes later

msleeper wrote:
If you want a specific env_cubemap to be applied to specific faces, you can just use the "Brush faces" property to override standard distance based cubemapping.

when you have an entire map, it isn't practical to select every single face in the world

And it's too reflective to individually place cubemaps. I'd need to place far too many to make it semi-realistic. it's easier and better to simply put that aside, and have a single cubemap in the heart of the map.

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