• Problem with shiny textures
    5 replies, posted
I'm finishing porting a map from CS:S to CS:GO and the only problem I have to solve yet is fixing some shiny/reflective textures. Even if I'm inside a room, they reflect the sky and the result is very poor. Here you can see it: [IMG]http://i.imgur.com/yFNxVGz.png[/IMG] [IMG]http://i.imgur.com/PL89czU.png[/IMG] [IMG]http://i.imgur.com/VJ747cs.png[/IMG] I think the map doesn't have any env_cubemap. I read that I'm supposed to place env_cubemap there but I don't know how to do that in a proper way and even if I knew how to do that I would prefer just to have a little bit lower quality map and disable that shining if possible. If I have to deal with placing env_cubemap in every map I'm gonna port that is gonna be a pain in the ass, so I would prefer an alternative way to fix that. Moreover, the original map doesn't have env_cubemap and didn't have that problem with reflections, so is there any way to do the same in CS:GO? I hope you can help me.
you just need to place a single env_cubemap anywhere in your map. building the cubemaps isn't necessary unless you actually want proper specular reflections.
[QUOTE=Satin Storm;44677331]isn't necessary unless you actually want proper specular reflections.[/QUOTE] Why wouldn't you?
[QUOTE=NotExactly;44677522]Why wouldn't you?[/QUOTE] for some types of maps, a matte look can be more fitting. in a medieval/fantasy style map I probably wouldn't build cubemaps. in any case, getting accurate reflections for different areas in a map can require quite a bit of effort, especially for new mappers.
Thank you everyone for your answer, you helped me a lot, I understand it know it better and in the future I think I will be able to take advantage of this knowledge. [QUOTE=Satin Storm;44677331]you just need to place a single env_cubemap anywhere in your map. building the cubemaps isn't necessary unless you actually want proper specular reflections.[/QUOTE] Thanks, this is exactly the answer I was looking for in this specific map. It's working. Thanks!
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