Weapon cubemap: Difference between revisions
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| {{Ent not in fgd}} | |||
| [[File:weapon_cubemap_Demonstration.png|thumb|300px|right|weapon_cubemap in {{hl2|4}}.]] | |||
| {{CD|CWeaponCubemap|base=CBaseCombatWeapon|file1=1}} | |||
| {{This is a|model entity|name=weapon_cubemap|engine=Source|game=Half-Life 2 series|game1=Portal series|game2=Portal 2: Community Edition}}   | |||
| This entity gives the player a set of spheres {{file|preset=2|models/shadertest/envballs|mdl}}, each with different reflective surfaces. It is used for checking [[cubemaps]]. | |||
| = | The commands to get it (typed into the console) are either {{cmd|impulse|81}} or {{cmd|give|weapon_cubemap}}. | ||
| These commands are considered cheats, meaning that {{cmd|sv_cheats}} must be enabled for them to work.<br> | |||
| You can switch to this weapon (after having received it) by typing {{code|preset=1|use weapon_cubemap}}. | |||
| {{tip|To equip and draw the weapon for quick work, developers can bind this command to a specific key. For instance, typing {{cmd|bind|"X" "impulse 81"; "use weapon_cubemap"}} will bind it to the X key. (You may need to press it twice the first time you use it in a map.)}} | |||
| {{tip|Changing weapon_cubemap's viewmodel to an invisible model (such as blackout.mdl) can be an easy method of hiding the players HUD and weapon at the same time without needing {{ent|player_speedmod}}.}} | |||
| {{note|{{p2}} does have it in a working condition but needs the model from another game}} | |||
| == Workarounds == | |||
| If your game does not have <code>weapon_cubemap</code>, rifle scopes could be used, such as the [[weapon hunting rifle spawn|hunting rifle]] in {{l4d2|4}}, the [[weapon awp|AWP]] in {{csgo|4|nt=1}} or the [[weapon_crossbow|crossbow]] in {{bms|4}}, as alternatives. | |||
| Community mods have been made to implement it into games that do not support it natively: | |||
| * {{tf2|2}}: Create a [[VScript]] file named {{file|weapon_cubemap|nut}} inside {{path|tf/scripts/vscripts/}}, paste in the following code and then type <code>script_execute weapon_cubemap</code> and switch to melee. | |||
| ::<source lang=js> | |||
| local player = GetListenServerHost() | |||
| local cubemap = "models/shadertest/envballs.mdl" | |||
| PrecacheModel(cubemap) | |||
| for (local i = 0; i < 8; i++) | |||
| { | |||
|     local weapon = NetProps.GetPropEntityArray(player, "m_hMyWeapons", i) | |||
|     if (weapon && weapon.GetSlot() == 2) | |||
| 		weapon.SetCustomViewModel(cubemap) | |||
| } | |||
| </source> | |||
| * {{csgo}} [https://www.youtube.com/watch?v=TsGp9t9kYk4 Counter-Strike: Global Offensive]: Tutorial by TopHattWaffle and Zool Smith | |||
| * {{l4d2}} [https://steamcommunity.com/sharedfiles/filedetails/?id=1832861982 Left 4 Dead 2]: Tutorial by MrFunreal | |||
| * {{bms}} [https://steamcommunity.com/sharedfiles/filedetails/?id=3342667300 Weapon_Cubemap (Dev Tool)]: A simple replacement for the [[weapon_assassin_glock|assassin glock]] by Jofoyo | |||
| == FGD Code == | |||
| <pre> | |||
| @PointClass base(Weapon,Targetname, Parentname) studio("models/shadertest/envballs.mdl") = weapon_cubemap : "Cubemap preview spheres"[] | |||
| </pre> | |||
| [[Category:Cubemaps]] | |||
| [[Category:Level Design]] | [[Category:Level Design]] | ||
| [[Category:Weapons]] | |||
Latest revision as of 04:36, 19 May 2025
 
   Half-Life 2.
 Half-Life 2.|  Class hierarchy | 
|---|
| CWeaponCubemap | 
|  weapon_cubemap.cpp | 
weapon_cubemap  is a   model entity  available in  Half-Life 2 series,
 Half-Life 2 series,  Portal series, and
 Portal series, and  Portal 2: Community Edition.
 Portal 2: Community Edition. 
This entity gives the player a set of spheres 
models/shadertest/envballs.mdl, each with different reflective surfaces. It is used for checking cubemaps.
The commands to get it (typed into the console) are either impulse 81 or give weapon_cubemap.
These commands are considered cheats, meaning that sv_cheats must be enabled for them to work.
You can switch to this weapon (after having received it) by typing use weapon_cubemap.
 Tip:To equip and draw the weapon for quick work, developers can bind this command to a specific key. For instance, typing
Tip:To equip and draw the weapon for quick work, developers can bind this command to a specific key. For instance, typing bind "X" "impulse 81"; "use weapon_cubemap" will bind it to the X key. (You may need to press it twice the first time you use it in a map.) Tip:Changing weapon_cubemap's viewmodel to an invisible model (such as blackout.mdl) can be an easy method of hiding the players HUD and weapon at the same time without needing player_speedmod.
Tip:Changing weapon_cubemap's viewmodel to an invisible model (such as blackout.mdl) can be an easy method of hiding the players HUD and weapon at the same time without needing player_speedmod.Workarounds
If your game does not have weapon_cubemap, rifle scopes could be used, such as the hunting rifle in  Left 4 Dead 2, the AWP in
 Left 4 Dead 2, the AWP in  CS:GO or the crossbow in
 CS:GO or the crossbow in  Black Mesa, as alternatives.
 Black Mesa, as alternatives.
Community mods have been made to implement it into games that do not support it natively:
 Team Fortress 2: Create a VScript file named Team Fortress 2: Create a VScript file named - weapon_cubemap.nutinside - tf/scripts/vscripts/, paste in the following code and then type- script_execute weapon_cubemapand switch to melee.
- local player = GetListenServerHost() local cubemap = "models/shadertest/envballs.mdl" PrecacheModel(cubemap) for (local i = 0; i < 8; i++) { local weapon = NetProps.GetPropEntityArray(player, "m_hMyWeapons", i) if (weapon && weapon.GetSlot() == 2) weapon.SetCustomViewModel(cubemap) } 
 
 Counter-Strike: Global Offensive: Tutorial by TopHattWaffle and Zool Smith Counter-Strike: Global Offensive: Tutorial by TopHattWaffle and Zool Smith
 Left 4 Dead 2: Tutorial by MrFunreal Left 4 Dead 2: Tutorial by MrFunreal
 Weapon_Cubemap (Dev Tool): A simple replacement for the assassin glock by Jofoyo Weapon_Cubemap (Dev Tool): A simple replacement for the assassin glock by Jofoyo
FGD Code
@PointClass base(Weapon,Targetname, Parentname) studio("models/shadertest/envballs.mdl") = weapon_cubemap : "Cubemap preview spheres"[]





























