Buildcubemaps borked Created 17 years ago2007-10-22 23:06:57 UTC by Blitzkrieg Blitzkrieg

Created 17 years ago2007-10-22 23:06:57 UTC by Blitzkrieg Blitzkrieg

Posted 17 years ago2007-10-22 23:06:57 UTC Post #236859
Well, I was all proud of myself for learning cubemaps and running around with the crossbow admiring the "reflections" in the scope. I did some work on the map and have re-compiled, but for some reason now the buildcubemaps command doesn't work. I compile, load the map, run buildcubemaps, it builds them, I reload the map, and.... they're not there.

It doesn't want to apply them anymore. I know it has nothing to do with the fact that I'm fast VIS and RAD compiling.

Also, how do I include them so when my map is opened they are applied? I want them to be there when the map is judged.

Also compiling is a bitch. It went from an hour to hours and I didn't change much. I just added a metric shit-ton of models and decals. Do those make that huge of a difference?
Posted 17 years ago2007-10-22 23:25:39 UTC Post #236864
A lot of models will add to the compile time quite a bit due mainly to the lighting calculations. General optimisation (stuff like hinting/occluders/areaportals etc.) is the best way to keep compile times as short as possible.

As for the cubemaps, they're a tricky thing to get working sometimes. Are you compiliing with HDR? If so, build the cubemaps once with HDR, then turn the feature off, exit and re-load the map, then build them without HDR. Exit and restart the map again. Usually gets them working for me. Otherwise try putting sv_cheats 1 on, build the cubemaps, exit the whole game and load it up again.

The placing of the cubemaps will sometimes effect how they work for me, make sure they're kept close to structures, or at least the ground. Also try assigning them a face or two so the compile tools knows they're needed. Most of the time cubemaps behave themselfs, sometimes though I think they exist soley to piss you off.
Strider StriderTuned to a dead channel.
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