• How the ffff does VALVE buildcubemaps if it's borked for us?
    14 replies, posted
As we all know, the Steampipe update utterly f*cked our cubemaps. No, I am not seeking a fix, I already know that. I'm just wondering how would Valve themselves deal with wonky buildcubemaps if we have to gouge out all the "texture" files in our bsps.
What the f*ck are you talking about?
Why are we censoring sh*t? It makes no f*cking sense at all.
[img]http://puu.sh/53fo1.png[/img] HM I DON'T F*CKING KNOW
[QUOTE=code_gs;42691498][img]http://puu.sh/53fo1.png[/img] HM I DON'T F*CKING KNOW[/QUOTE] I don't know about everyone else, but when I run buildcubemaps, it generates 16x16 pixel solid black VTFs and stuffs them in the BSP.
[QUOTE=GiGaBiTe;42696839]I don't know about everyone else, but when I run buildcubemaps, it generates 16x16 pixel solid black VTFs and stuffs them in the BSP.[/QUOTE] manually delete those from the bsp and build again. :V
You either have to delete the default skybox cubemaps first, or use the modified VBSP to be ran with a -nocubemap parameter.
I've been building my cubemaps in Alien Swarm, seems to work pretty well for me, though I guess you're out of luck if you run a version of hammer that AW doesn't support.
I meant how does VALVE deal with this problem THEMSELVES, when THEY have to make friggin cubemaps. You just missed my main point.
[QUOTE=v0lus;42713678]I meant how does VALVE deal with this problem THEMSELVES, when THEY have to make friggin cubemaps. You just missed my main point.[/QUOTE] Their cubemaps are already built from previous engines. (Or the in-house stuff actually works.) This does not effect them at all. This only happens with Source 2013 excluding TF2. Also, all the solutions people posted don't work for me. Using Source 2007 is the only option for me. EDIT: Actually, that tutorial worked for me. Thanks TFlippy! They are not really the same but it's good enough for what I need it for.
Well in cs:go it builds cubemaps fine.... is it the 2007 engine steampipe update that is fucked or what?
[QUOTE=Stinger21;42696963]manually delete those from the bsp and build again. :V[/QUOTE] why are people rating this dumb? this is exactly what you do to make it work. I don't understand how people are still having issues with cubemaps when the workaround has been widely circulated for months.
All you need to do is open the BSP in Pakrat, delete everything labeled "Texture" and then run "buildcubemaps" in console with HDR turned on and then again with it turned off. Not that hard. Although I wish Valve didn't break it in the first place.
I never understood what was wrong with cubemaps. They build fine for me.
[QUOTE=Matt2468rv;42729903]All you need to do is open the BSP in Pakrat, delete everything labeled "Texture" and then run "buildcubemaps" in console with HDR turned on and then again with it turned off. Not that hard. Although I wish Valve didn't break it in the first place.[/QUOTE] This is a stupidly long way to do it. Using the new VBSP.exe is so much faster and easier.
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