Weapon cubemap: Difference between revisions

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(Replaced screenshot with one from HL2 (with new engine), this one is higher resolution and only features official map.)
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* {{p2ce|4}}: Implemented natively
* {{p2ce|4}}: Implemented natively


{{note|This entity is not available in {{bms|4}}, aswell as newer version of {{css|4}}. For {{bms|4}}, use {{ent|weapon_crossbow}} for checking [[cubemaps]] (look at the scope).}}
{{note|This entity is not available in {{bms|4}}, as well as newer version of {{css|4}}. For {{bms|4}}, use {{ent|weapon_crossbow}} for checking [[cubemaps]] (look at the scope).}}
==Implementation==
==Implementation==



Revision as of 09:37, 7 June 2024

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It is also available in some newer games through mods or natively:

Note.pngNote:This entity is not available in Black Mesa Black Mesa, as well as newer version of Counter-Strike: Source Counter-Strike: Source. For Black Mesa Black Mesa, use weapon_crossbow for checking cubemaps (look at the scope).

Implementation

If your game does not have weapon_cubemap, rifle scopes could be used, such as the hunting rifle in Left 4 Dead 2 Left 4 Dead 2 or the AWP in Counter-Strike: Global Offensive CS:GO, as alternatives.
Community mods have been made to implement weapon_cubemap into games that do not support it natively:

Entity Description

weapon_cubemap in Half-Life 2 Half-Life 2.

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 receive the weapon_cubemap (typed into the console) is either impulse 81 or give weapon_cubemap. These commands are considered cheats, meaning that sv_cheats or developer mode must be enabled for them to work.
You can switch to this weapon (after having received it) by typing use weapon_cubemap.

Tip.pngTip: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.)

FGD Code

@PointClass base(Weapon,Targetname, Parentname) studio("models/shadertest/envballs.mdl") = weapon_cubemap : "Cubemap"[]