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| | {{LanguageBar}} |
| {{wrongtitle|title=weapon_cubemap}} | | {{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}} |
|
| |
|
| ==Entity description==
| | 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]]. |
| [[Image:Surf_prejefuck0000.jpg|thumb|300px|right|weapon_cubemap in CSS]]
| |
| This entity gives the player a set of spheres (<code>models/shadertest/envballs.mdl</code>), each with different reflective surfaces. It is used for checking [[cubemaps]]. | |
|
| |
|
| The commands to recieve the weapon_cubemap (typed into the console) is either <code>[[impulse]] 81</code> or <code>give weapon_cubemap</code>. | | 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 [[Sv_cheats|sv_cheats]] must be set to 1, or developer mode must be enabled, for them to work. | | 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>use weapon_cubemap</code>. | | 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 <code>bind "X" "impulse 81"; "use weapon_cubemap"</code> will bind it to the X key. (You may need to press it twice the first time you use it in a map.)}} | | {{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]] |
This entity is
not in the
FGD by default.
See below for instructions on making it available.
weapon_cubemap
is a model entity available in
Half-Life 2 series,
Portal series, and
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 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.
Note:
does have it in a working condition but needs the model from another game
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
CS:GO or the crossbow in
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 
weapon_cubemap.nut
inside 
tf/scripts/vscripts/
, paste in the following code and then type script_execute weapon_cubemap
and 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)
}
FGD Code
@PointClass base(Weapon,Targetname, Parentname) studio("models/shadertest/envballs.mdl") = weapon_cubemap : "Cubemap preview spheres"[]