Metal props and other reflective objects are twinkle twinky!
7 replies, posted
[IMG]http://imageshack.us/a/img217/2240/2012121500010.jpg[/IMG]
[IMG]http://imageshack.us/a/img507/1411/2012121500011.jpg[/IMG]
[IMG]http://imageshack.us/a/img594/7127/2012121500012.jpg[/IMG]
[IMG]http://imageshack.us/a/img7/1853/2012121500013.jpg[/IMG]
Luckily, the past thing happened to my sdk is now clear.
However, here's some new problem: Objects are Damn Too Shiny.
As you see on the screenshots, and you'll know what I'm saying.
What I did is just texturing dirts into snow and then fixed some fog and sun, then compiled the default 2forts.
The sample map, you know.
Anyhow, I can't figure out this and really have no idea.
Quick help please.
in console:
buildcubemaps
[QUOTE=glitchvid;38838149]in console:
buildcubemaps[/QUOTE]
I'm really sorry, but that ain't work. Any other ideas?
[QUOTE=dmlxo21;38849898]I'm really sorry, but that ain't work. Any other ideas?[/QUOTE]
Then its cause you are renaming your map after each compile (or something like that).
It also seems you might be using a translator, you need to copy the exact words into console:
buildcubemap
he also needs to have a cubemap in his map before using the buildcubemaps command
[QUOTE=Barbarian887;38857761]he also needs to have a cubemap in his map before using the buildcubemaps command[/QUOTE]
If you don't have cubemaps, it just uses the skybox texture, it wouldn't cause the error he has.
[QUOTE=glitchvid;38861834]If you don't have cubemaps, it just uses the skybox texture, it wouldn't cause the error he has.[/QUOTE]
Except since the orangebox came out, valve's skyboxes are different sizes so it actually uses the default one you see here (the brown, now pink from the bloom. one)
[QUOTE=Firegod522;38862231]Except since the orangebox came out, valve's skyboxes are different sizes so it actually uses the default one you see here (the brown, now pink from the bloom. one)[/QUOTE]
I know it does that if you break the cubemaps (rename them), and the map still is told to HAVE cubemaps, but IIRC you can still compile cubemaps without having any and it will be fine.
Guess I'm not 100% sure though; when I get time I'll check it.
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