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Buildcubemaps Crashes Game

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I would have thought that you had known, but each cubemap takes a picture in all 6 directions around it. Up, down, left, right, front, back. Then, it makes an envmap texture out of those pictures that makes the reflections in the map. Whichever cubemap is closest to "X" brush is what determines what that brush reflects. So Source has static reflections and lighting. Which needs to change. They already have liquid simulation with Portal 2 and cloth simulation in Dota 2, so I have high hopes for whatever they can do in HL2 ep3.

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So let me get this straight: Cubemaps make surfaces have a reflection? But I've seen goo and a couple of textures with reflections without cubemaps used.

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its will use the default cubemap... which looks like some soft of skymap or something...
because of its orangeyness, it haves metal a brass look. Makes the robots look steampunkish.

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The goo doesn't have cubemaps only if you have a graphics card with DX9 capabilities or greater. Otherwise it will need cubemaps for reflections.

My Maps:
[spoiler][SP] Alternate[/spoiler]

So, am I right in saying that Cubemaps are for only 'old graphics' cards... and pretty old if DX9 is the requirement.

If so, that explains, why I've never been able to see ANY difference to my maps if I include/build cubemaps or not.

Is there some way to make my 'good' card simulate the 'bad', so that I can test it? otherwise I will never know if I have it right or not.

Rob.

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Robdon wrote:
So, am I right in saying that Cubemaps are for only 'old graphics' cards... and pretty old if DX9 is the requirement.

If so, that explains, why I've never been able to see ANY difference to my maps if I include/build cubemaps or not.

Is there some way to make my 'good' card simulate the 'bad', so that I can test it? otherwise I will never know if I have it right or not.

Rob.

-dxlevel 90
in the launch options.

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Nyskrte wrote:
Robdon wrote:
So, am I right in saying that Cubemaps are for only 'old graphics' cards... and pretty old if DX9 is the requirement.

If so, that explains, why I've never been able to see ANY difference to my maps if I include/build cubemaps or not.

Is there some way to make my 'good' card simulate the 'bad', so that I can test it? otherwise I will never know if I have it right or not.

Rob.

-dxlevel 90
in the launch options.

Ok, thanks.

Still cant see any difference in my map though :(

Maybe I'm not looking for what I need to see. It should be making my reflections in the water better, yes? They seem just the same (and fine) whether I build them or not. (Yes, I realise that building them is crap at the moment and you need to copy them back/forth from the dlc folder)

Can someone post 2 screen shots, with and without cubemaps... so I can see what I'm supposed to be looking for?

Thanks,

Rob,

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You should be able to see difference in your maps. For example, any reflections on textures or models that have reflective surfaces look very out of place and unnaturally white with the default cubemap, before you build them.

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I never notice a difference on water or flat glass. However, you will really see it on cube droppers and glass tubes.

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Instead of pointlessly argueing on wether it is neccessary or not (which it is), any work on a work around or possible fix?

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