Sa74n Posted September 30, 2006 Report Posted September 30, 2006 didnt know where else to ask but i know theres quite a bunch of people using the source engine here so here is my question: what is happening to my cubemaps? back when hl2 came out i didnt have this problem but i cant really tell when it appeared. i was looking around the net for people with similar problems but couldnt find anything useful. anyone else encountered this over here and might know a fix?
KoKo5oVaR Posted September 30, 2006 Report Posted September 30, 2006 I'm not sure if that's really the problem, but you could try to put an env_cubemap for each face using this texture( with the "pick" option in the cubemap proprieties) at least it worked for me
Sa74n Posted September 30, 2006 Author Report Posted September 30, 2006 it happens on all surfaces and with all cubemaps. only the water is correct but then again it doesnt use cubemaps but realtime reflection.
Defrag Posted September 30, 2006 Report Posted September 30, 2006 I've noticed problems recently, too. When I build the cubemaps it works fine. The moment I reload the map I get a bunch of "can't find blahblah.vtf" messages in the console. It's as if the game can't find the cubemaps and just uses the skybox defaults.
hessi Posted October 1, 2006 Report Posted October 1, 2006 first at all: its not a bug or issue. 74, you can work around this textureborder effect in a really pain in the ass method: 1. compile your level and build cubemaps as you did before 2. use bspzip to extract the genereated cubemaps 3. convert all cubemaps to tga files and load them into photoshop 4. arragne them like a cubemap would do 5. blur al textureborders/average colors 6. save all tga files again 7. run vtex on all tga files 8 re-bspzip the modified cubemaps as i told you: it would be a pain in the ass and is not applicable for HDR cubemaps and with a big amount of cubemaps it will take lots of time. maybe you just want to improve certain cubemaps that really screw the all over look. hope this could help a bit.
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