From Valve Developer Community
Revision as of 18:12, 7 May 2018 by MrFunreal (→How to place cubemaps properly: modified instructions on making cubemaps properly. The previous brush way is unnecessarily long. Also added a new preview picture)
env_cubemapis an internal point entity available in all Source games. It specifies a location for which a cubemap will be generated when the buildcubemaps console command is executed.
Note:This is an internal entity. When the map is compiled by VBSP it is processed and then removed: it does not exist when the map is running.
- Cubemap Size
- The resolution of each face of the cubemap. Remember that the actual number of pixels stored will be your selection times six!
- Default (usually 32x32, depending on the game)
Comparison of reflection quality (1x1 is not included because it does not reflect at all):
- Brush faces
- An optional override for individual brush faces, forcing them to use this cubemap instead of one closest to them.
To select faces, press the "Pick" button then click on them in the 3D view. Hold to toggle a face on or off.
How to place cubemaps properly
- Place the env_cubemap in the center of the rooms you want it in (unless there is a reason not to, e.g if the cubemap will be placed inside a prop, or there is a better place to put it).
- Go top map->Entity Report and mark all your env_cubemap entities.
- When marked, right click one of the three 2d viewports end click "transform". In the new window select "move" and enter "64" in the Z line, leave X and Y by 0. This will move all env_cubemaps to the Source engine eye height.
The env_cubemap entity should always have the exact same distance from the ground as the info_player_start entities head.