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 > > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
