[Solved] Glitch
Quote from BEARD! on June 7, 2012, 11:20 amCubemaps say to the engine "calculate and remember what reflections look like at this point". So shiny things (cube dispensers, for example) will use that reflection data to look pretty. Just putting them in isn't enough to get a proper reflection, though, because the reflection calculations aren't done at compile time. They need to be done in the engine (i.e. in Portal 2) so they don't look crap. To do this, use the console command buildcubemaps.
Some points to be aware of:
* Cubemaps have to be built separately for LDR and HDR modes
* If you change (recompile) or rename the map after building cubemaps, they won't work; you'd need to build them again.
* The command will fail if your map isn't in the right folder. I think this is currently portal2_dlc2/maps but I'm not 100% on thatAs always, the VCD has more to say.
Cubemaps say to the engine "calculate and remember what reflections look like at this point". So shiny things (cube dispensers, for example) will use that reflection data to look pretty. Just putting them in isn't enough to get a proper reflection, though, because the reflection calculations aren't done at compile time. They need to be done in the engine (i.e. in Portal 2) so they don't look crap. To do this, use the console command buildcubemaps.
Some points to be aware of:
* Cubemaps have to be built separately for LDR and HDR modes
* If you change (recompile) or rename the map after building cubemaps, they won't work; you'd need to build them again.
* The command will fail if your map isn't in the right folder. I think this is currently portal2_dlc2/maps but I'm not 100% on that
As always, the VCD has more to say.
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Quote from Nacimota on June 7, 2012, 1:45 pmzivi7 wrote:But a full compile in Hammer, the final, slow one, does build them, right?No, cubemaps must be built at runtime because they use the in-game engine to draw reflections.
No, cubemaps must be built at runtime because they use the in-game engine to draw reflections.
Quote from Skotty on June 8, 2012, 12:24 pmzivi7 wrote:But a full compile in Hammer, the final, slow one, does build them, right?Another offtopic tip:
Don't use final. It's supposed to improve lighting on maps with a lot of light_environment light and shadows (indirect lighting), but in general these differences are very little. For Portal 2 and most maps in general you don't need it.
Another offtopic tip:
Don't use final. It's supposed to improve lighting on maps with a lot of light_environment light and shadows (indirect lighting), but in general these differences are very little. For Portal 2 and most maps in general you don't need it.
Quote from BEARD! on June 8, 2012, 12:35 pmSkotty wrote:zivi7 wrote:But a full compile in Hammer, the final, slow one, does build them, right?Another offtopic tip:
Don't use final. It's supposed to improve lighting on maps with a lot of light_environment light and shadows (indirect lighting), but in general these differences are very little. For Portal 2 and most maps in general you don't need it.So what would the best practise be? A 'normal' compile with Static Prop Lighting turned on?
Another offtopic tip:
Don't use final. It's supposed to improve lighting on maps with a lot of light_environment light and shadows (indirect lighting), but in general these differences are very little. For Portal 2 and most maps in general you don't need it.
So what would the best practise be? A 'normal' compile with Static Prop Lighting turned on?
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Quote from Skotty on June 8, 2012, 12:47 pm-both -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
Thats what I use everytime (HDR and LDR seperated, use instead of -both just -ldr or -hdr).
Just read on the VRAD page: Final is just for skybox light.
-both -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
Thats what I use everytime (HDR and LDR seperated, use instead of -both just -ldr or -hdr).
Just read on the VRAD page: Final is just for skybox light.