Custom Textures Cubemaps problem Created 14 years ago2009-07-03 17:39:53 UTC by Ggd07 Ggd07

Created 14 years ago2009-07-03 17:39:53 UTC by Ggd07 Ggd07

Posted 14 years ago2009-07-03 17:39:53 UTC Post #269374
Hello there, ive been mapping for a long time on hl1, but now i've switched to source, im making a big map, trying to recreate a building from my town "a gym with the whole building "toilets,restrooms,halls..etc."

Im using alot of custom textures.
When i put an env_cubemap in one of my rooms, my custom textures begin to reflect the "sky" but as a very blurry mirror, and when there isnt any light i cant see the textures at all.. they look like a, very shiny smelted iron object... I dont know why is this happening, and i would be happy if i find a solution here.. thanks.. here is a screenshot

http://img269.imageshack.us/img269/2462/cubemaps.jpg
User posted image
Posted 14 years ago2009-07-03 17:47:02 UTC Post #269375
Have you actually "built" the cubemaps?

if not, enter the console and type: buildcubemaps

The map will reload and should work.

Either that or you've set the cubemap up wrong in the VMT file.
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-07-03 18:24:00 UTC Post #269377
yes i have build the cubemaps... still
The textures work perfectly without cubemaps..

the textures are with:
LightmappedGeneric
{
$basetexture <nameoftexture>
$envmap env_cubemap
$surfaceprop <material>
}
If this is wrong or if i have to put something else, be my guest:)

Thanks for the comment!
Posted 14 years ago2009-07-05 08:42:36 UTC Post #269450
Hm, half of the problem was that i didnt build the cubemaps properly.
I did it again, but they are still just too "shiny".. the other "original" textures arent like that way, just mine custom textures.. i know there is something you have to put in the *.vmt but i couldnt find any solution in google..

Well ill try looking=)

here is a screenshot:
User posted image
fullscreen: http://img142.imageshack.us/img142/3497/cubemaps2.jpg

EDIT: i think i fixed it now, you just have to block all the "reflecting" with a grayscale texture where the black isnt reflected and the white is.. and you put that as a mask to your custom texture...

if someone needs help with this here:
http://forum.interlopers.net/viewtopic.php?t=3234

Thanks anyways
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