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I was able to do it with the .bsp unpacked from your workshop upload.
The results look like this: https://imgur.com/a/i55NRZk
To build cubemaps in engine, steps are as follows:
In the main menu, open the developer console and enter:
Once the map is loaded, disable all non-native post-processing effects, like gbloom or sunbeams (as well as 3rd party HUDs, if you use any), then open the developer console again and use the following commands:
Once the last command has been entered, the game's controls will lock up and the engine will start recording and baking cubemaps.
Once complete, the map will reload automatically.
As soon as you've respawned, open the console again and enter:
(note, disconnecting to main menu before setting mat_specular is to avoid reload materials, simply to speed things up)
This will only have baked HDR cubemaps. If you don't care about LDR support, you can stop here.
The cubemaps are written directly into the .bsp file and do not require re-baking. The newly updated .bsp file can be redistributed and uploaded freely with other users seeing the exact same cubemaps.
For more details, see valve's official documentation on cubemaps:
https://developer.valvesoftware.com/wiki/Cubemaps
Hammer with Source SDK 2013 is known to have issues with cubemaps every now and then and I've seen a lot of mappers in the gmod scene who appear to have issues with building cubemaps.
Considering how easy the workaround/fix is without asking players to disable graphics features, I'd appreacite if anyone who reads this to spread the word.
Hi Hedron, I appreciate you taking the time to write this comment, however the issue is not with building the cubemaps but something else entirely which I am in the process of fixing. Thanks though
What the hell are you talking about ? Reflections with a resolution of 1024 ??? They will weigh just indecently much, secondly, I will look inadequate, everything will be as mirror-like as possible. Why disable HUD ??????. Just opens the map and enter "buildcubemaps", nothing else is needed. LDR has long needed to be cut out of the engine, it is obsolete and useless.
Alright, no reason to get all worked up.
Texture resolution can of course be lower, especially on maps with lots of env_cubemap entities you're of course right with your memory/performance concerns.
However, on this map (and with the average hardware going by the most recent steam survey in mind), it's negligible.
Further, cubemap texture resolution has zero impact on reflectivity. The cubemap UVs are uneffected, neither do any of the commands make things "more reflective", it literally just makes things more detailed in the most basic way, by increasing the cubemap resolution.
Comparison between different cubemap resolutions (512 vs. 1024): https://imgur.com/a/IZ8r74x
Disable hud to disable 3rd-party and Lua-based hud elements that can sometimes be drawn on-top of render targets, which then end up in the cubemaps. I do mention 3rd-party hud addons separately, so this is just making sure.
Example: https://imgur.com/a/lIPjgZM
I agree that LDR is no longer needed, hence why I didn't include it in my suggested steps, but I obviously didn't want to completely omit the possibilty either, you see?
I mentioned it simply for completion's sake.
Finally, while the command "building_cubemaps" is technically not needed to run "buildcubemaps", it does disable base-engine post-process effects and prevents otherwise broken lighting to be baked into the cubemap.