[B]-- Sorry for posting a new thread. Only now noticed the Question Thread! Going to move my post there. If possible, delete this please... --[/B]
For anyone that has problems building cubemaps should check [URL="http://forums.steampowered.com/forums/showthread.php?t=3142184"]this thread[/URL] out.
The only problem is that it is very tedious to pick out which files are for cubemaps and which are your custom textures.
Now, I don't think Valve compiled their maps like this, so there must be a better, easier way to build cubemaps.
As far as I can tell, you have to delete those cubemap files because they are blank and don't get overwritten by the buildcubemaps command.
Is there a way to prevent the compiler for creating broken, blank cubemaps?
Or is there an easier way to delete those black cubemaps?
Sorry if there is already an answer to this, but I didn't find any other (other than the one linked above, but as I said, it's more tedious than it used to be!).
[QUOTE=RedMser;42096597]The only problem is that it is very tedious to pick out which files are for cubemaps and which are your custom textures.[/QUOTE]
this is why it's better to purge the default cubemaps before you pack your custom files.
Get black mesa source or neo tokyo. Pack all the relevant content into your bsp after compiling and place it in the black mesa maps folder. Load black mesa. Build cubemaps like you did before the 2013 'update'. No hassle.
I'm having no issues compiling cubemaps with mat_specular 0, buildcubemaps, mat_specular 1 in Garry's Mod. Although, I'm loading BSPs from an addon and writing the cubemaps to the maps folder, so that might be affecting something
For some reason, all my maps have no default cubemaps, so I can just mat_specular 0 and run buildcubemaps without any more work.
Unfortunately, I have no idea how did I manage to do this... >.<
The way I do it is following :
I compile my map (with cubemaps placed and ready to be used)
I copy my textures, models, sounds, particle effects, every custom content I created into : C, D or E:\Steam\steamapps\My Fabulous Steam name :)\source sdk base 2007\sourcetest and paste the content into correct folders like models, materials ect.
I run the Source SDK Base 2007 and run my map using : map mapnamehere
I set mat_hdr_level to 0
I build cubemaps
I set mat_hdr_level to 2
I build cubemaps
I shut down the Source SDK base 2007
I copy the map and use it in Half Life 2 games, HL2, HL2 EP I, HL2 EP II (With all materials and custom content already pasted there of course - or you can use pakrat to pack everything into your map)
I enjoy the map which ha LDR and HDR cubemaps.
I didn't use pakrat or remove blank cubemaps from my freshly compiled map, they get overwritten in Source SDK Base 2007. This method works for me and results (cubemaps) are seen by my friends who try my map.
A bit of a mess I agree but it works flawlessly. Hope I helped.
[QUOTE=20-14;42109938]The way I do it is following :
I compile my map (with cubemaps placed and ready to be used)
I copy my textures, models, sounds, particle effects, every custom content I created into : C, D or E:\Steam\steamapps\My Fabulous Steam name :)\source sdk base 2007\sourcetest and paste the content into correct folders like models, materials ect.
I run the Source SDK Base 2007 and run my map using : map mapnamehere
I set mat_hdr_level to 0
I build cubemaps
I set mat_hdr_level to 2
I build cubemaps
I shut down the Source SDK base 2007
I copy the map and use it in Half Life 2 games, HL2, HL2 EP I, HL2 EP II (With all materials and custom content already pasted there of course - or you can use pakrat to pack everything into your map)
I enjoy the map which ha LDR and HDR cubemaps.
I didn't use pakrat or remove blank cubemaps from my freshly compiled map, they get overwritten in Source SDK Base 2007. This method works for me and results (cubemaps) are seen by my friends who try my map.
A bit of a mess I agree but it works flawlessly. Hope I helped.[/QUOTE]
What happens if your map was made in Episode 2? Any way to launch the base with EP2 materials?
EDIT: Nevermind, just edited the game info file.
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