Yep I did run buildcubemaps and I'm not using HDR for the map.

I tried doing the following:

mat_specular 0
buildcubemaps
mat_specular 1
changelevel mapname
mat_reloadallmaterials

I do have a feeling that it might be the cubemap, it is in the middle of a
1024x1024 area and the brushsize was set to 256x256. I did notice the that
in that area it effected other shiny materials including the gun and hands.
In other ares of the map it's fine. Cubemaps still confuse me a little bit.

>
> Message: 6
> Date: Thu, 9 Jul 2009 19:26:58 +1000
> From: Joe W-A <[email protected]>
> Subject: Re: [hlmappers] shiny metal and cubemaps
> To: Discussion of Half-Life Mapping <[email protected]>
> Message-ID:
>        <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Have you run buildcubemaps?
> 2009/7/9 Brenton Crouch <[email protected]>
>
> > Hi all,
> >
> > Im trying to use the cs:s texture de_nuke/nukmetalwalle to make a shiny
> > metal roof.
> > The texture is used in de_nuke in the garage behind ct spawn.
> >
> > I have been trying to use the method outlined in
> > http://developer.valvesoftware.com/wiki/Cubemaps
> > but I am have some issues.
> >
> > After some playing around I did manage to get the metal shiney but with
> > purple reflections.
> > The console has an error saying it can't find what I assume is the
> cubemap
> > vmf file
> > eg. maps/mapname/blah.vmf
> >
> > Any thoughts?
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
>
>
> ------------------------------
>
> Message: 7
> Date: Thu, 9 Jul 2009 11:01:45 +0100
> From: Saul Rennison <[email protected]>
> Subject: Re: [hlmappers] shiny metal and cubemaps
> To: Discussion of Half-Life Mapping <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain;       charset=us-ascii;       format=flowed;
>  delsp=yes
>
> Buildcubemaps in HDR and LDR too. Reflections on de_nuke materials
> must be HDR I think, atleast that's the situation with some L4D
> materials.
>
> Sent from my iPhone
>
> On 9 Jul 2009, at 10:17, Brenton Crouch <[email protected]> wrote:
>
> > Hi all,
> >
> > Im trying to use the cs:s texture de_nuke/nukmetalwalle to make a
> > shiny
> > metal roof.
> > The texture is used in de_nuke in the garage behind ct spawn.
> >
> > I have been trying to use the method outlined in
> > http://developer.valvesoftware.com/wiki/Cubemaps
> > but I am have some issues.
> >
> > After some playing around I did manage to get the metal shiney but
> > with
> > purple reflections.
> > The console has an error saying it can't find what I assume is the
> > cubemap
> > vmf file
> > eg. maps/mapname/blah.vmf
> >
> > Any thoughts?
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
>
>
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