RealaxFourX Posted October 16, 2016 Report Posted October 16, 2016 Hello everyone. I just spent an hour on this puzzle and still can't solve it. Why if I manage to do a nice reflection from one angle it becomes way too unrealistic from a distance? And nothing helps, even marking distant cubemaps specifically on that ramp face, it still doesn't effect anything. Does anyone have experience on the best way to deal with it? (Not even mentioning, how it managed to reflect the sky light through the arch... VALVE, pls add real-time reflections...) Quote
tomm Posted October 17, 2016 Report Posted October 17, 2016 not much you can do, this is just regular source shittery imo try using phong shading instead of cubemaps. Quote
Thewhaleman Posted October 17, 2016 Report Posted October 17, 2016 (edited) Csgo has real time reflection, water for example uses it. There is also func_reflective_glass. Not a good idea to use it, and it's overkill. tomm is correct, use phong and nothing else. Edited October 17, 2016 by Thewhaleman Quote
grapen Posted October 17, 2016 Report Posted October 17, 2016 I second phong, or static envmaps when indoors, such as: "environment maps/metal_generic_001" for example. Quote
Radix Posted October 18, 2016 Report Posted October 18, 2016 (edited) It probably looks so bad because this specific texture has a pretty messed up envmapmask. It's not your fault. Looks just as bad in de_dust(2). Edited October 18, 2016 by Radix Quote
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