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Env cubemap.png

env_cubemap is a 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.

Objects with $envmap-enabled materials will use the nearest cubemap as their reflection.

Note.png 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 <choices>
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)
  • 1x1
  • 2x2
  • 4x4
  • 8x8
  • 16x16
  • 32x32
  • 64x64
  • 128x128
  • 256x256

Comparison of reflection quality (1x1 is not included because it does not reflect at all):

Comparison cubemapquality.jpg
Brush faces <sidelist>
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 Ctrl to toggle a face on or off.

How to place cubemaps properly

  1. 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).
  2. Make a brush that is 64 units high and place it beside one of the env_cubemaps.
  3. Go top map->Entity Report and mark all your env_cubemap entities.
  4. When marked, move the one beside the brush you made upwards, until it reaches the top line of the brush.
  5. Delete the brush you made.
  6. Compile-> And in game open the console and type "buildcubemaps".
Example of how the env_cubemap should look when placed in the correct height

The map will now reload with the new cubemaps built. The reason you want to raise the cubemaps by 64 units is because this is the height that the players see in.