overuse of cubemaps? Created 17 years ago2007-03-28 11:23:12 UTC by Tetsu0 Tetsu0

Created 17 years ago2007-03-28 11:23:12 UTC by Tetsu0 Tetsu0

Posted 17 years ago2007-03-28 11:23:12 UTC Post #217315
Is it possible to go overboard on cubemaps?
How many should i use in which situations?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-28 11:32:59 UTC Post #217318
One in each room or zone.
And no - I think there is no limit, the map will probably start to lag due size before you would reach the cubemap limit.

Place 1 cubemap in each room/zone in player head hight, compile, run the build cubemaps command and you're done
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-03-28 11:34:44 UTC Post #217320
env_cubemap - point entity; Source limits - only 1024 entities of all types per map. On practilce more then 500 env_cubemaps can cause troubles or not compile. Typical amount on map ~50-100 env_cubemaps.
Posted 17 years ago2007-03-28 11:35:43 UTC Post #217321
What's a leaf? :S

Do not make a cubemap for every face, or one cubemap and make it target every face.
No targetting needed, just place one in every room/zone in player head height. That's what I've read.

Edit:
50-100? k
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-03-28 11:56:57 UTC Post #217322
Oh. Ok. because right now i have somewhere around 12 and i was just wondering if it makes a visual difference or performance difference. Because i really can't tell what they do. I know it maps the reflectiveness of a texture but i just cant notice the difference after i build them in-game.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-28 12:34:10 UTC Post #217324
Cubemaps...
One for each reflective surface (for example, glass windows, walls and floors with relective textures like the Combine ones) and one for each area with distinct lighting. (for example, one for a hallway with red lights, another one in the center of a room with orange lights at the end of the hallway etc). These last "area cubemaps" are needed if you want a correct reflection in the player's weapon models and NPCs.
Posted 17 years ago2007-03-28 13:43:38 UTC Post #217327
I just cant notice the difference after I build them in-game.
Really? If your map has dark areas try walking around without cubemaps and you will see the walls glow silver as does the weapons.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-03-28 15:10:29 UTC Post #217333
Also make sure it's a reflective texture (most are, even sand, but are very faint. The Combine Citadel wall texture is a good one). Cubemaps won't be all that apparent unless there's a strong source of light in the room. Finally, sometimes, cubemaps won't appear after compilation. Reloading the map should do the trick.
Posted 17 years ago2007-03-28 15:22:41 UTC Post #217337
so if thers one in each area or room then what about outdoor areas like on the maps with the buggy or airboat?
Posted 17 years ago2007-03-28 15:46:09 UTC Post #217341
i do have reflective surfaces. i know that for a fact.
maybe I'll do a comparative screenshot
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-28 16:05:58 UTC Post #217343
One for each reflective surface?
Thought u only needed 1 per room/zone.
But if you're only allowed to have 50-100 cubemaps then wtf?
so if thers one in each area or room then what about outdoor areas like on the maps with the buggy or airboat?
Divide into zones.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-03-28 16:56:07 UTC Post #217351
i just took the screenshot before and after i built the cubemaps.
does the map need a restart after building?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-28 17:05:57 UTC Post #217354
Let us see the screenshots first. Cubemaps don't always work properly since one of last year?s updates. At least for me.
Posted 17 years ago2007-03-28 17:08:36 UTC Post #217355
Posted 17 years ago2007-03-28 17:23:20 UTC Post #217361
They didn't work. Change from "mat_bumpmap 0" to "mat_bumpmap 1" a few times until it works (just as it happens when HDR reflections are too bright)
Posted 17 years ago2007-03-28 17:30:28 UTC Post #217362
allright. im running a compile now. i'll try it out
Worked. I think.
I did notice a difference this time.
Tetsu0 Tetsu0Positive Chaos
You must be logged in to post a response.