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Do cubemaps matter?

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KenJeKenny!? wrote:
Aren't the cubemaps automaticly build when you compile on full + hdr? (you still have to place them in hammer offcourse)

No. Cubemaps are built from the engine, because in essence a cubemap is a set of photos taken from the position of the env_cubemap. This can't be done during the editing/compilation process, because it requires the map to be loaded and running in the engine.

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WinstonSmith wrote:
No. Cubemaps are built from the engine, because in essence a cubemap is a set of photos taken from the position of the env_cubemap. This can't be done during the editing/compilation process, because it requires the map to be loaded and running in the engine.

Just to be sure i always build my cubemaps after compiling a release.

But i was wondering... because i read on the VDC that you should build them in both HDR and LDR (Source)

I just always executed a simple buildcubemaps command which never gave me any trouble...

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

Have to say, I dont seem to be able to get cubemaps to do anything in any of my maps :(

I'm a complete newb though :)

Any chance one of you guys who know what you're doing just knock up a small demo room, that you can visibly see the different if you remove/add a env_cubemap?

I've tried it, but it just seems to do nothing.

If I dont have any env_cubemap, water seems to reflect roofs, walls, bridges etc all fine. And if I add a env_cubemap, it just does nothing different as far as I can see.

(Yes, I've done the buildcubemaps also)

One thing I noticed, after doing buildcubemaps, is I get this error in the console:
Can't load skybox file sky_black_nofog to build the default cubemap!

Thanks,

Rob.

My Portal2 Map: Trapped

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