Talk:Cubemaps: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(HDR cubemaps for non HDR mappers?)
Line 2: Line 2:


: I think turning props invisible is on purpose to keep cubemap generation consistent. What if a dynamic prop got in the way and ruined the cubemap? Anyway, try building important things out of brushes for the 3D skybox - the performance hit shouldn't be that bad. Or maybe build some rough brushes in the skybox, then tie the brushes to a func_brush and set them to initially disabled. When you run the map, use the console to enable the func_brush and then generate the cubemaps (assuming that entity i/o works with skybox brushes)And voila, no one will ever suspect! ;) --[[User:Campaignjunkie|Campaignjunkie]] 00:58, 25 Jul 2005 (PDT)
: I think turning props invisible is on purpose to keep cubemap generation consistent. What if a dynamic prop got in the way and ruined the cubemap? Anyway, try building important things out of brushes for the 3D skybox - the performance hit shouldn't be that bad. Or maybe build some rough brushes in the skybox, then tie the brushes to a func_brush and set them to initially disabled. When you run the map, use the console to enable the func_brush and then generate the cubemaps (assuming that entity i/o works with skybox brushes)And voila, no one will ever suspect! ;) --[[User:Campaignjunkie|Campaignjunkie]] 00:58, 25 Jul 2005 (PDT)
== HDR cubemaps for non HDR mappers? ==
Is there a way to build the cubemaps for HDR when the mapper can't run HDR? I guess there's always the solution of having someone do it for you....but we'll all agree it's not convenient.

Revision as of 14:48, 23 November 2005

When building cubemaps, I've found that some props become invisible and don't appear in the cubemap. Specifically with translucent or dynamic props in a 3D skybox, the problem can be very apparent for something that is very large. Is there a workaround? --Mungo 17:34, 24 Jul 2005 (PDT)

I think turning props invisible is on purpose to keep cubemap generation consistent. What if a dynamic prop got in the way and ruined the cubemap? Anyway, try building important things out of brushes for the 3D skybox - the performance hit shouldn't be that bad. Or maybe build some rough brushes in the skybox, then tie the brushes to a func_brush and set them to initially disabled. When you run the map, use the console to enable the func_brush and then generate the cubemaps (assuming that entity i/o works with skybox brushes)And voila, no one will ever suspect! ;) --Campaignjunkie 00:58, 25 Jul 2005 (PDT)

HDR cubemaps for non HDR mappers?

Is there a way to build the cubemaps for HDR when the mapper can't run HDR? I guess there's always the solution of having someone do it for you....but we'll all agree it's not convenient.