What is the env_cubemap for? Created 19 years ago2005-03-20 12:13:26 UTC by LlamaRama3 LlamaRama3

Created 19 years ago2005-03-20 12:13:26 UTC by LlamaRama3 LlamaRama3

Posted 19 years ago2005-03-20 12:13:26 UTC Post #98152
err... yeah. :D
Posted 19 years ago2005-03-20 14:20:38 UTC Post #98182
as far as I know I think it adjusts the size of the brush maybe? I know I use it with water, don't use it with too much else though
Posted 19 years ago2005-03-20 14:27:18 UTC Post #98187
env_cubemaps are used to calculate enviroment cubic maps to be used in refections: metallic surfaces, glass, windows etc (not water ;) )
they are compiled with the "buildcubemaps" command via the game console. There's more info in the Source SDK FAQ
Posted 19 years ago2005-03-20 14:28:32 UTC Post #98190
I found a tutorial on HL2world, but haven't come away enlightened... Source editing is so much harder than HL1! I still can't get a flippin window to work- can someone assist? I have a func_breakable_surf with nodraw on all sides but two, which have glasswindow32a on them. But they aren't there in-game and the console says 'rejected func_breakable_surf because it has multiple faces with nodraw'. This still happens when there aren't any faces with nodraw on!!!

Also, how do you create an area of volumetric light? I tried using the func_smokevolume but I get a load of spinning black & pink squares. Oh dear.
Posted 19 years ago2005-03-20 15:00:52 UTC Post #98197
the surf texture has to be placed only in ONE side and the rest should be nodraw

I havent gotten around to making volumetric light yet, and I also get those black and pink squares
Posted 19 years ago2005-03-20 16:11:55 UTC Post #98214
If your still having difficulties then download my example map called 'ladders' (for CSS) which has a ladder, breakable glass (as in office) and some lights.

I find HL2 mapping easier and you can make more kistakes without the compiling refusing to compile for you!
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-03-20 16:19:10 UTC Post #98219
What tex on the smokevolume? It should be NODRAW.

You could use a dustmotes ent, or use the vol_light mdl in the effects dir on a prop_static with no collision model.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-20 19:04:37 UTC Post #98266
Thanks everyone. Rabid, I changed tex to nodraw, still no joy. I'll try one of the other methods. Okay, another question on env_cubemaps. Is it desirable to place more than one in a single room with different lighting conditions in it?
Posted 19 years ago2005-03-20 19:18:50 UTC Post #98269
of course it is :)
Posted 19 years ago2005-03-22 04:45:25 UTC Post #98529
Yeh for the func breakable surf apply nodraw to all of it (like water) and then texture the first part the player will see with the glass texture.
Posted 19 years ago2005-03-22 04:52:53 UTC Post #98530
You should be able to use the eyedropper to choose the side (or sides) for the cubemap to render. You shouldn't use too many cubemaps in a room, though.
Posted 19 years ago2005-03-22 11:14:22 UTC Post #98569
OK cheers. I don't have to do this manually if I use the buildcubemaps command though do I? And blackravent where is your avatar from? Looks a bit like the game MDK.
Posted 19 years ago2005-03-22 14:38:16 UTC Post #98587
I found it on google images. No I dont think it is from MDK.
Posted 19 years ago2005-03-23 01:50:04 UTC Post #98651
SDK Documentation about Cubemaps

When building the map, you need to add the env_cubemap and set it up. After the map is compiled, go into the console and type "buildcubemaps". The "buildcubemaps" is done in console after compile because it's at that point that the function has access to all the geometry and light data.
Posted 19 years ago2005-03-23 09:36:16 UTC Post #98676
Damn school won't let me type a rude word :

Anyway as I typed before I said:

If you don't use cubemaps then your maps will look rubbish
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-03-23 22:12:37 UTC Post #98762
Thanks for the help all. I do see how in certain circumstances one would have to choose the surfaces manually. But according to the SDK docs the cubemap will associate with nearby faces, which saves a bit of work.
Posted 19 years ago2005-03-25 10:19:15 UTC Post #98984
I prefer to pick faces to make a nice looking map!
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-03-26 15:21:09 UTC Post #99226
Yeah, what he said. By picking the faces, you insure that the reflections you want will be in place. Otherwise you may end up with objects and lights reflecting in ways that aren't natural.
Posted 19 years ago2005-03-28 04:37:07 UTC Post #99649
If you don't use cubemaps then your maps will look rubbish
If your GFX card does not support DX9 (i.e. Its native environment is lower than DX9), adding cubemaps won't make any difference when you run your own map. Of course, on other machines it won't be the same story. ;)
AJ AJGlorious Overlord
Posted 19 years ago2005-03-28 04:55:12 UTC Post #99658
Depends if you're running with good or shit shaders :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 05:10:06 UTC Post #99660
That too.
AJ AJGlorious Overlord
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