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Problems with env_projectedtexture and cubemaps

Since I have added the arrival elevator to my map, the env_projectedtexture, I used to make shadows of some foliages, isn`t working anymore. Also since this point, everytime I edit the map in the slightest way, pink reflections occur on metallic surfaces and I have to delete and replace the env_cubemaps with every change I do to deny this.

The Aperture Alpha
A map pack coming soon. - click for more information
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In a trigger volume where the stairs from the elevator meet your level, tell the elevator's light (it's something like elevator_dynamic_light or something to the degree) to TurnOff, and at the same time tell yours to TurnOn.

And to get rid of pink reflections just type buildcubemaps into the console. This has to be done every time the map is compiled

taboo54 wrote:
And to get rid of pink reflections just type buildcubemaps into the console. This has to be done every time the map is compiled

This.

Also, this.

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

OK, thank you two, everything works now. But why do I need to type "buildcubemaps" manually into the console? Couldn`t the game just do this during the loading screen?

The Aperture Alpha
A map pack coming soon. - click for more information
Image

It's an operation that you only have to do once each time you compile the map. Also, with complex maps, it takes a significant amount of time that you don't want to have to sit through every time anyone plays the map.

You just do it before you package it, and all the players don't have to worry. But in development, it's a final step in compilation, but one that isn't necessary if all you're testing is alignment or functionality. Just don't forget to do it before shipping.

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

If you don't want to bother with cubemaps every compile just type mat_specular 0. This will turn off all cubemap reflections so the pink ones won't bother you when you're doing other things. Just remember to set it back to 1 when you want to deal with cubemaps again, and to build them before every release.

Or you could just put all your env_cubemaps into a visgroup and turn it off for compiles when you don't need them.

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