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glottis 1 7 Apr, 2020 @ 9:41am
Env_light_probe keeps using wrong reflection
A couple new rooms I'm adding to my map make the wrong room reflection in VR, but in the editor view they are correct. I've tried erasing the _bakedresources from game and content folders as well as clearing all lighting, rebaking the lighting, and setting generate lightmaps in the build menu. At first I thought it was because I was shift-translating from another probe and so maybe it got "stuck" with that same reflection, so I made completely new entities fresh but still they have the old room's reflection. Restarting the tools does nothing... I am sure I am missing something easy, any hints?
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Rectus 13 7 Apr, 2020 @ 2:32pm 
Generating lightmaps makes it unable to use the cubemaps baked in Hammer. The Build Cubemaps on Load setting in the build menu should generate working cubemaps. I think those get cached somewhere in AppData instead of _bakeresourcecache.
glottis 1 8 Apr, 2020 @ 4:27pm 
Thank you! Checking "Build Cubemaps on Load" made them generate properly. Does this mean that if I'm generating lightmaps when I build, I should just ignore the Baked Lighting options in the editor then? I have been clearing and rebuilding my baked lighting often, but if they are not used anyways then that may be unnecessary.
Rectus 13 9 Apr, 2020 @ 12:26am 
Yeah, it only affects the map if you don't bake any lightmaps. It is still useful for showing the approximate lighting in Hammer.
Cargo Cult  [developer] 10 9 Apr, 2020 @ 11:17pm 
Think of it as the game baking light probes from the map as it should look, with full lightmaps rather than Hammer's preview vertex lighting. (It caught me out at first too...)
glottis 1 11 Apr, 2020 @ 8:32am 
Thank you both! From now on I'll just consider the Baked Lighting in Hammer editor as baking approximation for editing/preview purposes.
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