weapon_cubemap
Class hierarchy |
---|
CWeaponCubemap |
weapon_cubemap.cpp |
weapon_cubemap
is an entity available in Half-Life 2 series, Portal series, and Portal 2: Community Edition.
This entity gives the player a set of spheres models/shadertest/envballs.mdl
, each with different reflective surfaces. It is used for checking cubemaps.
The commands to get it (typed into the console) are either impulse 81
or give weapon_cubemap
.
These commands are considered cheats, meaning that sv_cheats
must be enabled for them to work.
You can switch to this weapon (after having received it) by typing use weapon_cubemap
.
bind "X" "impulse 81"; "use weapon_cubemap"
will bind it to the X key. (You may need to press it twice the first time you use it in a map.)Workarounds
If your game does not have weapon_cubemap
, rifle scopes could be used, such as the hunting rifle in Left 4 Dead 2, the AWP in CS:GO or the crossbow in Black Mesa, as alternatives.
Community mods have been made to implement it into games that do not support it natively:
- Team Fortress 2: Create a VScript file named
weapon_cubemap.nut
insidetf/scripts/vscripts/
, paste in the following code and then typescript_execute weapon_cubemap
and switch to melee.
local cubemap = "models/shadertest/envballs.mdl" PrecacheModel(cubemap) for (local i = 0; i < 8; i++) { local weapon = NetProps.GetPropEntityArray(player, "m_hMyWeapons", i) if (weapon && weapon.GetSlot() == 2) weapon.SetCustomViewModel(cubemap) }
- Counter-Strike: Global Offensive: Tutorial by TopHattWaffle and Zool Smith
- Left 4 Dead 2: Tutorial by MrFunreal
- Weapon_Cubemap (Dev Tool): A simple replacement for the assassin glock by Jofoyo
FGD Code
@PointClass base(Weapon,Targetname, Parentname) studio("models/shadertest/envballs.mdl") = weapon_cubemap : "Cubemap preview spheres"[]