Pixelated cubemap reflections

I don’t know what caused this to happen, but at some point all of the reflections on my windows and other reflective surfaces have become very pixelated, almost looking like some minecraft style reflections. I’ve looked through my compile log over and over, cordoned off certain areas, and even completely reconstructed my 3d skybox and it is still there. I’ve changed the skybox texture, deleted all the cubemaps and replaced each one individually, and rebuilt cubemaps…no luck. Any suggestions?

Some screenshots here, and my compile log at the bottom.

I have my compile log here, fast vvis and normal vrad

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\aussieroo\sourcesdk\bin\sour ce2009\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2” “C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.vmf”

Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2\materials
Loading C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/yesterday/nature/blendgrassgrass001a_wvt_patch
Patching WVT material: maps/yesterday/maps/yesterday/yesterday_blendbrickstucco_wvt_patch
Patching WVT material: maps/yesterday/concrete/blendconcretedebris001a_wvt_patch
Patching WVT material: maps/yesterday/nature/blendrockblack02a_dx8_wvt_patch
Patching WVT material: maps/yesterday/nature/blendcliffdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ep02_caves_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ep02_caves_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors…
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…
done (1) (291015 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
9…10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables…
Reduced 2093 texinfos to 823
Reduced 184 texdatas to 123 (8892 bytes to 6027)
Writing C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.bsp
7 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\aussieroo\sourcesdk\bin\sour ce2009\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2” -fast “C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday”

Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
2 threads
reading c:\users\public\documents\valve maps\yesterday\Yesterday.bsp
reading c:\users\public\documents\valve maps\yesterday\Yesterday.prt
1314 portalclusters
3850 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (1)
Optimized: 57259 visible clusters (0.00%)
Total clusters visible: 855979
Average clusters visible: 651
Building PAS…
Average clusters audible: 822
visdatasize:292459 compressed from 441504
writing c:\users\public\documents\valve maps\yesterday\Yesterday.bsp
1 second elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\aussieroo\sourcesdk\bin\sour ce2009\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2” “C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday”

Valve Software - vrad.exe SSE (Sep 15 2011)

Valve Radiosity Simulator
2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\users\public\documents\valve maps\yesterday\Yesterday.bsp
Setting up ray-trace acceleration structure… Done (3.17 seconds)
4089 faces
2 degenerate faces
119718 square feet [17239396.00 square inches]
129 Displacements
15711 Square Feet [2262431.50 Square Inches]
4087 patches before subdivision
26615 patches after subdivision
sun extent from map=0.000000
54 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (9)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (18)
transfers 4416464, max 928
transfer lists: 33.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(307531, 213581, 128440)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(87858, 40484, 20768)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(23975, 10110, 5578)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(7585, 3540, 2118)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(2431, 1285, 810)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(878, 535, 348)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(332, 225, 149)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(136, 100, 67)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #9 added RGB(58, 45, 30)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(26, 21, 14)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(12, 10, 7)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #12 added RGB(6, 5, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(3, 2, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(1, 1, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #15 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s)…Done<0.0163 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (12)
FinalLightFace Done
Computing detail prop lighting : 0…1…2…3…4…5…6…7…8…9…10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (11)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 13/1024 624/49152 ( 1.3%)
brushes 776/8192 9312/98304 ( 9.5%)
brushsides 5540/65536 44320/524288 ( 8.5%)
planes 2954/65536 59080/1310720 ( 4.5%)
vertexes 6626/65536 79512/786432 (10.1%)
nodes 2717/65536 86944/2097152 ( 4.1%)
texinfos 823/12288 59256/884736 ( 6.7%)
texdata 123/2048 3936/65536 ( 6.0%)
dispinfos 129/0 22704/0 ( 0.0%)
disp_verts 19329/0 386580/0 ( 0.0%)
disp_tris 33408/0 66816/0 ( 0.0%)
disp_lmsamples 132885/0 132885/0 ( 0.0%)
faces 4089/65536 228984/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2078/65536 116368/3670016 ( 3.2%)
leaves 2731/65536 87392/2097152 ( 4.2%)
leaffaces 4510/65536 9020/131072 ( 6.9%)
leafbrushes 2229/65536 4458/131072 ( 3.4%)
areas 6/256 48/2048 ( 2.3%)
surfedges 27500/512000 110000/2048000 ( 5.4%)
edges 16658/256000 66632/1024000 ( 6.5%)
LDR worldlights 54/8192 4752/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 380/32768 3800/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5877/65536 11754/131072 ( 9.0%)
cubemapsamples 17/1024 272/16384 ( 1.7%)
overlays 35/512 12320/180224 ( 6.8%)
LDR lightdata [variable] 2733544/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 292459/16777216 ( 1.7%)
entdata [variable] 36986/393216 ( 9.4%)
LDR ambient table 2731/65536 10924/262144 ( 4.2%)
HDR ambient table 2731/65536 10924/262144 ( 4.2%)
LDR leaf ambient 7471/65536 209188/1835008 (11.4%)
HDR leaf ambient 2731/65536 76468/1835008 ( 4.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/504 ( 0.2%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/7304 ( 0.0%)
pakfile [variable] 2124564/0 ( 0.0%)
physics [variable] 291015/4194304 ( 6.9%)
physics terrain [variable] 23160/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 10960
Writing c:\users\public\documents\valve maps\yesterday\Yesterday.bsp
58 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.bsp” “c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2\maps\Yesterday.bsp”

are your cubemap sizes set to default?

I didn’t think to check that since I replaced them all and it should be default BY default…but let me check real quick… yeah. I made sure to select all cubemaps and they were all on default.

Try turning the cubemap sizes up.

As long as they’re set to default it won’t look like his does.

It’s something deeper

Well just for troubleshooting’s sake, I changed the size of the cubemaps around a bit and tried a few different settings, didn’t fix it. As well, now that I’ve changed the cubemap size (and even reverted it back to default) all of my light entities show through every brush in the map. It’s like the more I try to fix it, the more goes wrong.

I had one other idea. I saved everything in the map as a prefab and pasted it into a completely new map file and compiled it… no improvement. I guess I’m just going to have to go cordon crazy until I figure this out. wish me luck…

{EDIT}

So I made sure to defragment and verify integrity of the SDK…no luck. I went ahead and made a brand new test map, completely new, just a simple cube with nothing but light, spawn point, cubemap, and a reflective material, and it’s still blocky.

So it can’t be my map. It can’t be my custom textures because regular ones are doing it too. I’m gonna defrag and verify integrity of episode 2 and see what happens. This is freakin’ weird.

{EDIT AGAIN}

Also tried the map in garrysmod instead of episode 2 to see if it would make a difference, no luck. The cubemaps in the episode 2 maps are all pre-built obviously and cannot be re-built, so I wasn’t able to try out an episode 2 map to see. I’m just going to defrag and validate all the files from hl2, ep1, and ep2.

If anyone has any other inside, please let me know. I’m making this map as a portfolio to submit to some gaming companies and having a problem like this simply wont cut it.

It just reminds me of a japanese porno :v:

Make sure mat_filtertextures is set to 1

Could be a neat effect. How would I go about making that happen manually?

I noticed that if I compile the map, load the map, and build cubemaps, it looks pixelated. But if I quit the game, open the game again, it will look fine, even if I build the cubemaps again. This does this on both of my computers, in ep2 or gmod…on my map, and on a simple test map I made. What the heck could be causing this?

uhhhh ai now i see youre problem read this:https://developer.valvesoftware.com/wiki/Cubemaps

after building youre cubemaps you always close the game and then restart it again, otherwise it will not work properly.

It is obvious your cubemaps, have mapped cubes on your shiny stuff.

Do you happen to have mat_fastspecular set to 1? that could be why.

Not entirely sure on env_cubemaps because I haven’t had the chance to use them much yet, but try lowering your lightmaps?

Lightmaps affect lighting. That will make the shadows and what not much more detailed and prettier, but I don’t think that it does anything for reflections.

Well the problem is for the most part solved at this point…but never once in all the years I’ve done mapping for Source have I ever had to build cubemaps and restart… Just seems odd that I would have to now.

i dont know why its working not the way you always did it. but restarting the game is how it’s done the right way, and writen down in all the tuts about cubemaps.

glad it’s solved now,good luck with youre map.

@sphinxa279 .
@Folgergeist .