• Reflections on shiny tiles not matching over separate brushes
    2 replies, posted
https://i.imgur.com/rNgihnQ.png For a number of tile-type textures on the map I'm working on, they often appear oddly with some brushes appearing shiny with other parts having no reflection or different reflections not matching adjacent brushes. I've checked the texture scale, shift, and alignment in the face edit sheet dialogue and they all match. Another thing I've experimented with is rearranging cubemaps, although these still remain. Would anyone have any insight into what's causing this? It seems like it could be either my compile settings or something with cubemaps. Would appreciate some help.
If you have multiple cubemaps then different faces may be using different cubemaps to create reflections which may be causing this. I would try minimizing the number of them, ensuring they are all at the same height (if multiple must be used) and doing standard optimization practices to try and help Hammer recognise that all these surfaces are in the same visleaf and 'room' if you like. If that fails, make sure all the faces + textures are at the same angle and alignment, or try making one large brush as the floor, rather than multiple different ones. I assume they are not func_details/other entities and are just solid BSPs with 6 faces. And if that also fails, i don't know what to suggest as of now!
A reflective brush will use the closest cubemap available, so that's something you have to look out for when you place your cubemap entities. Try to get them away or remove them from that area, so that those brushes are all the closest to the same env_cubemap.
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