Cubemaps (Source 2): Difference between revisions
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Note:If the option "Build cubemaps on load" is checked in Hammer Build Map dialog, as soon the game loads the map after it is compiled, the cubemaps will be automatically built, and the map will be automatically reloaded.
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| {{Command|map}} ''map_name''</code> || Loads the map; replace "''map_name''" with the map's actual name | | {{Command|map}} ''map_name''</code> || Loads the map; replace "''map_name''" with the map's actual name | ||
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| {{Command|buildcubemaps}} || Begins building cubemaps. | | {{Command|buildcubemaps}} || Begins building cubemaps. {{Note|Source 2 does not support building cubemaps with number of iterations (e.g.: <code>buildcubemaps 2</code>). (Confirmed on {{cs2}})}} | ||
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Revision as of 06:01, 2 February 2025

This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.

An example of specular reflections on some models (exaggerated through
r_showenvcubemap
).A cubemap is a texture that represents a three-dimensional rendering of an area. Source 2 has env_cubemap and/or env_cubemap_box entities as sampling points to generate these textures, which are then integrated into the map file. Cubemaps in Source 2 are also parallax corrected if
env_cubemap_box
is used.
Todo: Document about env_cubemap_fog.
Building cubemaps

Command | Description |
---|---|
map map_name |
Loads the map; replace "map_name" with the map's actual name |
buildcubemaps |
Begins building cubemaps. |