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There is a page named "Cubemap" on this wiki. See also the other search results found.

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  • {{lang|Env cubemap}} ...rite and decals. Note that the blue physics prop car is not visible in the cubemap because it is not static.]]
    5 KB (799 words) - 14:57, 29 December 2019
  • | ko = Error reading weapon data file for: weapon cubemap:ko
    674 bytes (97 words) - 03:30, 11 July 2014
  • 419 bytes (69 words) - 20:30, 12 November 2017
  • 2 KB (242 words) - 08:30, 20 April 2020
  • 22 bytes (2 words) - 14:20, 7 July 2007
  • {{lang|Env cubemap}} ...자동차 prop_physics 모델은 prop_static 모델이 아니기 때문에 cubemap에 표시되지 않았습니다. ]]
    5 KB (149 words) - 15:46, 17 April 2020
  • {{lang|Env cubemap|title=env_cubemap}} ...当执行{{ent:zh-cn|buildcubemaps}}控制台命令时,该实体指定[[cubemap:zh-cn|反射球]]相机拍摄的位置。有{{ent:zh-cn|$envmap}}的[[mater
    4 KB (150 words) - 08:21, 21 May 2020
  • {{lang|Env cubemap|title=env_cubemap}} ...l=1|sprite=1}} 當{{ent:zh-tw|buildcubemaps}}指令執行時,用來指定[[cubemap:zh-tw|反射球]]產生的位置。物件有使用{{ent:zh-tw|$envmap}}的[
    4 KB (145 words) - 15:12, 29 December 2019
  • 650 bytes (41 words) - 03:33, 11 July 2014
  • ...fügbar in allen [[Source]] Spielen. Es gibt einen Ort an, für den eine [[cubemap]] erzeugt wird, sobald der Befehl "[[buildcubemaps]]" in der Konsole ausgef ...e mit <code>[[$envmap]]</code>-enabled [[material]]s benutzen die nächste Cubemap für ihre Reflexion.
    1 KB (210 words) - 10:14, 22 June 2019
  • ...dans tous les jeux Source. Elle spécifie la location pour laquelle une [[cubemap]]sera générée lorsque la commande [[buildcubemaps]] sera éxécutée dan ...s avec <code>[[$envmap]]</code>-activés par des matériaux utiliseront la cubemap la plus proche pour leur réfléction.
    1 KB (224 words) - 20:35, 23 September 2018
  • ...а на карте, для которых создается [[cubemap:ru|cubemap]] при запуске консольной командой {{ent:ru|buil ...vmap}} будут использовать ближайший [[cubemap:ru|cubemap]] для создания отражений.
    2 KB (85 words) - 19:01, 6 July 2019
  • ...t multi|env_cubemap|game1 = SteamVR Home|game2 = Half-Life: Alyx}} It is a cubemap environment probe for sampling indirect specular reflection. The reflection ...|Influence Radius (influenceradius)|float|The radius of influence for this cubemap.}}
    1 KB (184 words) - 17:03, 30 March 2020
  • ...re projected in a rectangular volume for materials with the <code>Specular Cubemap Projection</code> option enabled. {{KV|Cubemap Texture (cubemaptexture)|string|Name of the cubemap texture.}}
    2 KB (222 words) - 17:04, 30 March 2020
  • 1 KB (77 words) - 08:28, 20 April 2020

Page text matches

  • ...utilizes them to more accurately generate environments. In other words, a cubemap creates the textures that a reflective surface will be reflecting. ...the level. Here you’ll be able to see each facet of the cubemap (six per cubemap) render and this can take seconds or minutes to complete depending on your
    14 KB (2,251 words) - 11:50, 20 July 2020
  • *[[Error reading weapon data file for: weapon cubemap]]
    2 KB (219 words) - 15:43, 27 September 2014
  • {{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}}
    14 KB (2,145 words) - 02:45, 23 April 2020
  • ...e cubemap entities placed appropriately in you level. You can use a custom cubemap instead, if you choose.
    9 KB (1,502 words) - 02:12, 20 July 2020
  • | Parallax corrected cubemap reflection probe. | MIP fog using a cubemap texture. The cubemap texture is sampled for the fog color, blending between the different MIP Ma
    12 KB (1,677 words) - 09:30, 25 June 2020
  • * Cubemap entities whose range can be specified by a volume so that one cubmap can be ** Could be done by automatically "selecting" the faces the cubemap is for by selecting all the faces inside the volume. No engine modification
    63 KB (10,486 words) - 13:20, 8 March 2018
  • ...cmd : : Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material ...: 1 : , "cl" : Makes ropes use average of cubemap lighting instead of max intensity.
    383 KB (36,678 words) - 02:04, 16 August 2020
  • ...terials]] with [[patch]]ed versions that link to the nearest [[env_cubemap|cubemap]]
    8 KB (1,198 words) - 22:49, 22 September 2020
  • ;Multiple references for cubemap on texture ../path/stonefloor006a_3328_640_-640!! ...[env_cubemap|env_cubemaps]] which faces directly attached to more then one cubemap. You need to find this both cubemaps with overlapping faces and reassign th
    9 KB (1,551 words) - 14:50, 21 February 2020
  • ...han one image, this determines what they will be used as (animation frames/cubemap faces/depth slices).
    7 KB (1,105 words) - 12:21, 29 February 2020
  • [[Image:Infodecal.jpg|thumb|right|300px|Infodecal with Cubemap decaltexture]]
    1 KB (204 words) - 20:30, 29 January 2018
  • {{lang|Env cubemap}} ...rite and decals. Note that the blue physics prop car is not visible in the cubemap because it is not static.]]
    5 KB (799 words) - 14:57, 29 December 2019
  • * If you find that HLMV is missing textures, such as floor, background, and cubemap, extract a set from a working SDK. Find them at <code>materials/hlmv/</code
    6 KB (959 words) - 03:12, 15 June 2018
  • ...in some places per-pixel through an [[$envmapmask]]. You can also tint the cubemap glow to any color by [[$envmaptint]] ...g|Increasing the Minimum Light Level can have a disproportionate effect on cubemap sampling, causing the scene to compile too brightly.}}
    10 KB (1,527 words) - 02:46, 23 April 2020
  • | capturecubemap || cmd || || Capture Cubemap | rope_averagelight || 1 || cl || Makes ropes use average of cubemap lighting instead of max intensity.
    351 KB (50,766 words) - 08:13, 14 March 2019
  • ...'s camera position, using a custom shader and a bounding box trigger for a cubemap. This tutorial, based directly on the work of Brian Charles, will show you Go into your '''everything.sln''' solution and open '''cubemap.cpp'''
    26 KB (3,615 words) - 03:25, 22 February 2020
  • ...[cubemap]] origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a prop_dynamic, use [[info_target]].{{clr}
    953 bytes (154 words) - 19:37, 24 August 2018
  • ...tly a compile issue with hammer. Using the impulse 81 command to check the cubemap compiling in-game doesn't work. I get the error messages: "Error reading we
    22 KB (3,810 words) - 19:06, 29 December 2013
  • The ability to make materials that reflect the world, instead of using cubemap reflection. Exactly like water. Dynamic cubemaps should be added to the engine, with at least 1 cubemap always "following" the player, so that the reflections on view models and s
    19 KB (3,048 words) - 10:16, 14 February 2019
  • |valign="top"|[[rope_averagelight]]||1||||Makes ropes use average of cubemap lighting instead of max intensity.
    17 KB (2,341 words) - 16:22, 14 July 2018

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