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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 (798 words) - 08:28, 16 October 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
  • 1 KB (237 words) - 01:07, 9 March 2019
  • 22 bytes (2 words) - 14:20, 7 July 2007
  • {{lang|Env cubemap|title=env_cubemap}} ...当{{ent:zh-cn|buildcubemaps}}控制台命令执行时,该实体指定[[cubemap:zh-cn|反射球]]产生的位置。有{{ent:zh-cn|$envmap}}的[[material:zh
    3 KB (99 words) - 08:43, 16 October 2019
  • {{lang|Env cubemap|title=env_cubemap}} ...l=1|sprite=1}} 當{{ent:zh-tw|buildcubemaps}}指令執行時,用來指定[[cubemap:zh-tw|反射球]]產生的位置。物件有使用{{ent:zh-tw|$envmap}}的[
    1 KB (83 words) - 09:46, 31 August 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

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
    13 KB (2,170 words) - 14:59, 29 July 2019
  • *[[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) - 20:53, 25 August 2019
  • ...e cubemap entities placed appropriately in you level. You can use a custom cubemap instead, if you choose.
    9 KB (1,501 words) - 10:41, 27 May 2018
  • * 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 (36,637 words) - 16:44, 9 June 2019
  • ...terials]] with [[patch]]ed versions that link to the nearest [[env_cubemap|cubemap]]
    8 KB (1,152 words) - 07:17, 10 September 2019
  • ...han one image, this determines what they will be used as (animation frames/cubemap faces/depth slices).
    7 KB (1,055 words) - 16:18, 1 August 2019
  • [[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 (798 words) - 08:28, 16 October 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
  • ...g|Increasing the Minimum Light Level can have a disproportionate effect on cubemap sampling, causing the scene to compile too brightly.}}
    9 KB (1,357 words) - 16:38, 26 June 2019
  • | 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 (3,526 words) - 05:12, 25 November 2018
  • ...[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
  • $Envmap "Engine/eye-reflection-cubemap-"
    3 KB (369 words) - 08:22, 31 July 2019
  • | ko = Error reading weapon data file for: weapon cubemap:ko
    674 bytes (97 words) - 03:30, 11 July 2014

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