Has anyone tried to increase the max cubemap resolution of 256x256?
We're running into some ugly ass large glass windows that look terrible
because of the low cubemap resolution.
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The whole upside-down-reflection isn't helping the screen imo. Maybe it
looks better in motion but right now it looks disorienting.
Anyways: Have you tried assigning a 256^2 to the specific faces of that
glass panel, one for each panel?
On Fri, Jul 31, 2009 at 11:57 PM, Minh minh...@telus.net
right now, im only using 1 cubemap for the entire curved glass (which
consists of 5 seperate glass panels).
Using 1 cubemap for each panel, I'd really run up my cubemap budget as I
have about 20 of these curved glass pieces..
20 x 5 = 100 cubemap entities, each using 256x256.
That's a lot of
Reflections that large and intense are never going to look good with
cubemaps. The best solution is setting up real-time reflection, then
plugging the resulting rendertexture into the cubemap's distortion code
in so that it wraps across the surface correctly.
That's a lot of work, needless to
Why not use a decal projector?
Owner Nigredo Studios http://www.nigredostudios.com
--- On Sat, 1/8/09, Minh minh...@telus.net wrote:
From: Minh minh...@telus.net
Subject: Re: [hlcoders] Increasing cubemap max size
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Is it possible to disable this warning from within the SDK or would I
need engine access? My mod will involve players travelling at somewhat
high speeds and being pushed around by func_push brush entities. I
cannot find func_push in the SDK either so I cant edit that. It'd be
really nice if my
It's possible. You'll need to find the datatable in question and remove
or increase the value it clamps to.
Harry Jeffery wrote:
Is it possible to disable this warning from within the SDK or would I
need engine access? My mod will involve players travelling at somewhat
high speeds and being
BTW, it's trigger_push not func_push.
Harry Jeffery wrote:
Is it possible to disable this warning from within the SDK or would I
need engine access? My mod will involve players travelling at somewhat
high speeds and being pushed around by func_push brush entities. I
cannot find func_push in
Couldn't you take a 1024^2 map, and then in the glass's vmt set $envmapto
that texture? I've never tried making a glass with a reflective texture like
that but it seems like it would work. You could probably get away with one
texture for all the panels in the area.
On Sat, Aug 1, 2009 at 4:11 AM,
I don't see why people mix that up. 95% of the time I see trigger_push
mentioned, they type func_push. :s
On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards t_edwa...@btinternet.comwrote:
BTW, it's trigger_push not func_push.
Harry Jeffery wrote:
Is it possible to disable this warning from within
I'm getting this same error using the SDK template mod (with unaltered
gamerules). Pretty much came out of nowhere.
Any one solved this problem and would like to share? It'd be much appreciated.
Date: Sat, 1 Aug 2009 18:04:47 +0100
From: t_edwa...@btinternet.com
To:
It gets mixed up because it seems much more logical to most people for
it to be called func_push because it's not a trigger. It affects the
player itself.
2009/8/1 Tobias Kammersgaard tobias.kammersga...@gmail.com:
I'd search for the warning tbh. Pretty sure you'd be able to find it.
/ScarT
Fixed: it was somehow related to the base viewport not being created
properly! :-S
Tom Edwards wrote:
I'm trying to make a skeleton game that provides a featureless
framework for new mods. Everything compiles at this point, but when I
run the game it quits soon after the map starts loading
You wanna post how you fixed it, as it seems to affect the base template
too?
On Sat, Aug 1, 2009 at 1:33 PM, Tom Edwards t_edwa...@btinternet.comwrote:
Fixed: it was somehow related to the base viewport not being created
properly! :-S
Tom Edwards wrote:
I'm trying to make a skeleton game
I wasn't using the DECLARE_CLASS macro in my new ClientMode class'
declaration. Template already has that set up and working so I don't
think my experience applies. ;-)
There's an article on VDC that describes the problem. I suspect my issue
came under the second header, although debugging
It's not the warning that you want to get rid of, you need to fix the actual
entry. m_VecBaseVelocity is clamped to -1000, 1000 by default. So during
network transmission, it's clamping to -1000 or 1000 and then spitting out the
warning because you're exceeding the limits.
Fix it in
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