Difference between revisions of "Talk:Cubemaps"

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(All games refuse to build cubemaps)
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== All games refuse to build cubemaps ==
 
== All games refuse to build cubemaps ==
  
I have tried this in all of my games and several mods. When I type in "buildcubemaps" the map just restarts, upon reopening the console, a red line right after the command says "Current mod isn't a subdirectory of "game"!". I have tried this in many a mod and game, still keep getting the same error. I am tearing my hair out in frustration over this. Any help?
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I have tried this in all of my games and several mods. When I type in "buildcubemaps" the map just restarts, upon reopening the console, a red line right after the command says "Current mod isn't a subdirectory of "game"!". I have tried this in many a mod and game, still keep getting the same error. I am tearing my hair out in frustration over this. Any help? --[[User:Suppercut|Suppercut]] 13:44, 12 March 2011 (UTC)
 
:This isn't a problem, it built fine. --[[User:Omnicoder|Omnicoder]] 03:17, 13 March 2011 (UTC)
 
:This isn't a problem, it built fine. --[[User:Omnicoder|Omnicoder]] 03:17, 13 March 2011 (UTC)
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::For ''you'' perhaps, but apparently not for Suppercut. The red line indicates some kind of a folder problem. Where is your map located, Suppercut? Is it a separate mod in a separate mod folder? Also, when writing on Talk pages, please sign your comments with the second to last button ("Your signature with timestamp") so that we can read who wrote what. --[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 21:44, 13 March 2011 (UTC)

Revision as of 21:44, 13 March 2011

When building cubemaps, I've found that some props become invisible and don't appear in the cubemap. Specifically with translucent or dynamic props in a 3D skybox, the problem can be very apparent for something that is very large. Is there a workaround? --Mungo 17:34, 24 Jul 2005 (PDT)

I think turning props invisible is on purpose to keep cubemap generation consistent. What if a dynamic prop got in the way and ruined the cubemap? Anyway, try building important things out of brushes for the 3D skybox - the performance hit shouldn't be that bad. Or maybe build some rough brushes in the skybox, then tie the brushes to a func_brush and set them to initially disabled. When you run the map, use the console to enable the func_brush and then generate the cubemaps (assuming that entity i/o works with skybox brushes)And voila, no one will ever suspect! ;) --Campaignjunkie 00:58, 25 Jul 2005 (PDT)

HDR cubemaps for non HDR mappers?

Is there a way to build the cubemaps for HDR when the mapper can't run HDR? I guess there's always the solution of having someone do it for you....but we'll all agree it's not convenient.--Furyo 09:00, 26 Nov 2005 (PST)

No, unfortunately that is not possible, as the scene actually needs to be rendered to generate the proper cubemaps. --JeffLane 14:01, 23 Nov 2005 (PST)
Maybe someone will provide a service for that, similar to the remote compile system. —Zevensoft (talk) 17:23, 23 Nov 2005 (PST)
There are actually a few proposals I've seen online. Wisemx of AKG actually said he was thinking about making such a section on his site. For the moment MSN and friends will have to do...until Steam friends is fixed ;) j/k --Furyo 08:59, 26 Nov 2005 (PST)
I think a mapper really needs to be able to see what the map looks like in HDR before using such a feature - I have flashbacks of people without 3D accelerator cards blindly adding coloured lighting to their Quake 2 maps without a clue how the end result appeared... ;-) —Cargo Cult (info, talk) 09:04, 26 Nov 2005 (PST)
That would be fine if people didn't EXPECT DoD:Source maps to have HDR all the time. I expect maps to not even be considered without an HDR capability. It's a standard. Plus, adding HDR doesn't change THAT much to your lighting. Colours remain the same, it's the transitions that HDR works on (mostly).--Furyo 13:21, 26 Nov 2005 (PST)

Cubemaps in 3D skybox

Is there a way to enable reflection/refraction on the water in a 3D skybox ? Because I'm making a map surrounded by the ocean, and everything in the 3D skybox (like islands or boats) are not reflected on the surface, and it looks really ugly..

From my understanding of it (limited, since as you can see below I'm having trouble too, lol) you should be able to place an env_cubemap inside the skybox portion of the map and link it to the water's face... Correct? Hectate 18:19, 25 Oct 2007 (PDT)

Problem with buildcubemaps

I'm creating a Counter-Strike: Source map, but when I execute buildcubemaps it says this: 'vtex failed to compile cubemaps!' (or something like that) And it gives an error it can't delete some vtf file. Does anyone know what might be causing this? --M-D 03:45, 29 Oct 2006 (PST)

This happens, when there are multiple env_cubemaps on the same spot (exactly same coordinates). The error refers to a .vtf file, whose name includes the coordinates (**x_y_z.vtf), -600_5000_-3634.vtf e.g. Check the env_cubemap(s) at those mentioned coordinates and delete them until there is only one env_cubemap left. pSyk0 09:20, 19 May 2007 (CEST)

Can't load vtex.dll

I placed some env_cubemaps in my level, then compiled and ran it and used the buildcubemaps console command. My resolution is 1280x1024. But it won't make any cubemaps, it just replies with "can't load vtex.dll". I checked and vtex.dll IS present in the half-life 2 bin directory. I haven't found ANY help online with this, so I sure hope I'm not the first to ever get this problem.

Did an engine update change something?

I was trying to compile cubemaps for my map, when i restarted the server they didn't work. When i restarted the game, they did work. Is this caused by an engine update, and if so, doesn't this article have to be modified to reflect the latest method? Solokiller 10:07, 13 Apr 2007 (PDT)

Well, I had some problems compile cubemaps with my mod when HDR was enabled. Guess it was because I used the console hdr commands, instead of the menu. :\
Or my mod doesn't support HDR, which it should, I used the newest code. --Sortie 11:13, 13 Apr 2007 (PDT)
For multiplayer mods, you need to enable cheats (sv_cheats 1) before running buildcubemaps --Daedalus 17:53, 13 Apr 2007 (PDT)

Building Cubemaps doesn't change anything

I've got a map that I was working on and I built the cubemaps (after placing the entities in hammer, of course). It went through all the different angles and then finished. However, I can't get the map to actually apply the cubemaps. It's in CS:S and mostly very dark, so having some glowing fingernails and a knife isn't my idea of looking good. Is there something I'm missing?

Sanity check - Have you opened the console and typed 'buildcubemaps'... Just want to make sure we're past this point... --Grash 17:44, 25 Oct 2007 (PDT)
Lol, yes, I ran the console command and it took all the snapshots. I've got a large water brush throughout most of the map which I'm going to start cutting it into the smaller pieces for each room that needs it... would that effect it? Hectate 18:14, 25 Oct 2007 (PDT)

Command impulse 81 or give weapon_cubemap not works

In CSS this command not works, the message : "] give weapon_cubemap Error reading weapon data file for: weapon_cubemap" 31/08/2008


Problem with creating cubemaps in subdirectory in Portal

I have found from experience that you have to build cubemaps in the directory that you plan on having the map in... but for some reason I can't get the cubemaps to stick with one of my maps... it's driving me batty! Here's the specifics:

Game: Portal Map Location: \maps\Spigot37\

I've tried building the cubemaps in \maps\ and \maps\spigot37\ - what sucks is that the cubemaps will stick until I bundle the map pack and reinstall it. I just can't figure it out. Any help? Ideas? Anything is helpful.

Renaming

Does "renaming the map" refer to just renaming the BSP file directly, or will renaming the VMF file and compiling it have the same effect? (I'm assuming the former, but you know what they say about assumptions ...) —Yar Kramer 20:44, 7 June 2009 (UTC)

Only if you rename the BSP, the compile process creates a BSP with the vmf name, building the cubemaps then creates cubemaps for that map name, changing the BSP name later requires a rebuild of cubemaps, which will be set to the new name. Changing the name before building the cubemaps has no adverse effects as far as i know. Solokiller 14:53, 8 June 2009 (UTC)

Cubemaps compiling improperly

Okay, I'm following the instructions for TF2 in the article (actually, I'm combining them with the HDR instructions), but in a map I'm working on, for some reason, several of the cubemaps (the ones closest to each flag, and aligned along the Y axis with them) are showing up as a "default" cubemap, when all other cubemaps are working just fine. Here is what I'm talking about (note the sniper's scope); in the two screenshots on the right, they're working just fine, but in the two on the left, it doesn't even show the right skybox (the one I'm actually using is sky_dustbowl_01_hdr, for the record). —Yar Kramer 16:42, 11 June 2009 (UTC)

Make sure you disabled specular mapping before building cubemaps, i heard it causes problems like this. Solokiller 18:48, 11 June 2009 (UTC)
I said I followed the instructions for TF2 in the article, i.e. the specular mapping was disabled. —Yar Kramer 03:20, 12 June 2009 (UTC)

All games refuse to build cubemaps

I have tried this in all of my games and several mods. When I type in "buildcubemaps" the map just restarts, upon reopening the console, a red line right after the command says "Current mod isn't a subdirectory of "game"!". I have tried this in many a mod and game, still keep getting the same error. I am tearing my hair out in frustration over this. Any help? --Suppercut 13:44, 12 March 2011 (UTC)

This isn't a problem, it built fine. --Omnicoder 03:17, 13 March 2011 (UTC)
For you perhaps, but apparently not for Suppercut. The red line indicates some kind of a folder problem. Where is your map located, Suppercut? Is it a separate mod in a separate mod folder? Also, when writing on Talk pages, please sign your comments with the second to last button ("Your signature with timestamp") so that we can read who wrote what. --MossyBucket (formerly Andreasen) 21:44, 13 March 2011 (UTC)