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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) - 07:57, 29 December 2019
  • | ko = Error reading weapon data file for: weapon cubemap:ko
    674 bytes (97 words) - 20:30, 10 July 2014
  • 419 bytes (69 words) - 13:30, 12 November 2017
  • 2 KB (272 words) - 15:18, 26 February 2021
  • 22 bytes (2 words) - 07:20, 7 July 2007
  • {{lang|Env cubemap}} ...자동차 prop_physics 모델은 prop_static 모델이 아니기 때문에 cubemap에 표시되지 않았습니다. ]]
    5 KB (149 words) - 08:46, 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|$envmap}}的[[mater
    4 KB (150 words) - 01:21, 21 May 2020
  • {{lang|Env cubemap|title=env_cubemap}} ...l=1|sprite=1}} 當{{ent:zh-tw|buildcubemaps}}指令執行時,用來指定[[cubemap:zh-tw|反射球]]產生的位置。物件有使用{{ent:zh-tw|$envmap}}的[
    4 KB (145 words) - 08:12, 29 December 2019
  • 650 bytes (41 words) - 20:33, 10 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>[[$envmap]]</code>-enabled [[material]]s benutzen die nächste Cubemap für ihre Reflexion.
    1 KB (210 words) - 03:14, 22 June 2019
  • ...dans tous les jeux Source. Elle spécifie la location pour laquelle une [[cubemap]]sera générée lorsque la commande [[buildcubemaps]] sera éxécutée dan ...s avec <code>[[$envmap]]</code>-activés par des matériaux utiliseront la cubemap la plus proche pour leur réfléction.
    1 KB (224 words) - 13:35, 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 (87 words) - 07:52, 4 March 2021
  • ...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 (176 words) - 10:42, 7 November 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 (216 words) - 10:49, 7 November 2020
  • 1 KB (77 words) - 01:28, 20 April 2020
  • [[File:Env cubemap fog 1.png|150px|thumb|right|An env_cubemap_fog]] ...og.png|400px|thumb|right|The Citadel from Half Life: Alyx without and with cubemap fog respectively]]
    3 KB (474 words) - 11:02, 7 November 2020

Page text matches

  • A '''cubemap''' is a texture that represents a three-dimensional rendering of an area. T ...reen resolution needs to be at least 4 times higher than the highest [[env cubemap#Keyvalues|size]] of an existing '''env_cubemap''', or else attempting to bu
    10 KB (1,529 words) - 09:50, 24 February 2021
  • *[[Error reading weapon data file for: weapon cubemap]]
    2 KB (219 words) - 08:43, 27 September 2014
  • {{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}}
    14 KB (2,145 words) - 19:45, 22 April 2020
  • ...e cubemap entities placed appropriately in you level. You can use a custom cubemap instead, if you choose.
    9 KB (1,541 words) - 18:12, 14 March 2021
  • | 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) - 02:30, 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 (10,512 words) - 05:01, 10 February 2021
  • ...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) - 19:04, 15 August 2020
  • ...terials]] with [[patch]]ed versions that link to the nearest [[env_cubemap|cubemap]]
    8 KB (1,198 words) - 14:19, 5 February 2021
  • ;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) - 07:50, 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) - 17:08, 8 January 2021
  • [[Image:Infodecal.jpg|thumb|right|300px|Infodecal with Cubemap decaltexture]]
    2 KB (252 words) - 08:21, 7 April 2021
  • {{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) - 07:57, 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) - 20:12, 14 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) - 19:46, 22 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) - 01:13, 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) - 11:14, 27 March 2021
  • ...[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}
    888 bytes (143 words) - 03:55, 18 March 2021
  • ...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) - 12:06, 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 (3,051 words) - 08:23, 14 April 2021
  • |valign="top"|[[rope_averagelight]]||1||||Makes ropes use average of cubemap lighting instead of max intensity.
    17 KB (2,341 words) - 09:22, 14 July 2018

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