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Weapon cubemap: Difference between revisions

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{{LanguageBar}}
{{LanguageBar}}
{{Ent not in fgd}}
{{Ent not in fgd}}
[[File:weapon_cubemap_Demonstration.png|thumb|300px|right|weapon_cubemap in {{hl2|4}}.]]
{{CD|CWeaponCubemap|file1=1}}
{{CD|CWeaponCubemap|file1=1}}
{{This is a|entity|name=weapon_cubemap|engine=Source|game=Half-Life 2 series|game1=Portal series|game2=Portal 2: Community Edition}}  
{{This is a|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 {{code|preset=2|models/shadertest/envballs.mdl}}, each with different reflective surfaces. It is used for checking [[cubemaps]].
The commands to receive the {{code|preset=2|weapon_cubemap}} (typed into the console) is either {{code|preset=3|[[impulse]] 81}} or {{code|preset=3|give weapon_cubemap}}.
These commands are considered cheats, meaning that {{code|preset=3|[[sv_cheats]]}} or developer mode must be enabled for them to work.<br>
You can switch to this weapon (after having received it) by typing {{code|preset=3|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|preset=3|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.)}}
{{note|{{p2}} does have it in a working condition but needs the model from another game}}
{{note|{{p2}} does have it in a working condition but needs the model from another game}}


==Implementation==
== Workarounds ==


If your game does not have {{code|preset=2|weapon_cubemap}}, rifle scopes could be used, such as the hunting rifle in {{l4d2|4}} or the AWP in {{csgo|4|nt=1}}, as alternatives.<br>
If your game does not have {{code|preset=2|weapon_cubemap}}, rifle scopes could be used, such as the hunting rifle in {{l4d2|4}} or the AWP in {{csgo|4|nt=1}}, as alternatives.<br>
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{{tip|For {{bms|4}}, you can use {{ent|weapon_crossbow}} for checking [[cubemaps]] (look at the scope).}}
{{tip|For {{bms|4}}, you can use {{ent|weapon_crossbow}} for checking [[cubemaps]] (look at the scope).}}


==Entity Description==
== FGD Code ==
[[File:weapon_cubemap_Demonstration.png|thumb|300px|right|weapon_cubemap in {{hl2|4}}.]]
This entity gives the player a set of spheres {{code|preset=2|models/shadertest/envballs.mdl}}, each with different reflective surfaces. It is used for checking [[cubemaps]].
 
The commands to receive the {{code|preset=2|weapon_cubemap}} (typed into the console) is either {{code|preset=3|[[impulse]] 81}} or {{code|preset=3|give weapon_cubemap}}.
These commands are considered cheats, meaning that {{code|preset=3|[[sv_cheats]]}} or developer mode must be enabled for them to work.<br>
You can switch to this weapon (after having received it) by typing {{code|preset=3|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|preset=3|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==
<pre>
<pre>
@PointClass base(Weapon,Targetname, Parentname) studio("models/shadertest/envballs.mdl") = weapon_cubemap : "Cubemap"[]
@PointClass base(Weapon,Targetname, Parentname) studio("models/shadertest/envballs.mdl") = weapon_cubemap : "Cubemap"[]
</pre>
</pre>
[[Category:Entities]]
 
[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Weapons]]
[[Category:Weapons]]

Revision as of 09:27, 26 September 2024

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Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
weapon_cubemap in Half-Life 2 Half-Life 2.
C++ Class hierarchy
CWeaponCubemap
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_cubemap.cpp

weapon_cubemap is an entity available in Half-Life 2 series Half-Life 2 series, Portal series 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 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.)
Note.pngNote:Portal 2 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 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:

Tip.pngTip:For Black Mesa Black Mesa, you can use weapon_crossbow for checking cubemaps (look at the scope).

FGD Code

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