• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.
Sign in to follow this  
Followers 0
pinzdesign

Problem with cubemaps

7 posts in this topic

I've done cubemaps in l4d2 jsut by entering "buildcubemaps" in console, then reloading them with "mat_reloadtextures" and "mat_reloadallmaterials" - the same method doesn't seem to work here, and i get checkered boxes instead of reflections.

How can i build the cubemaps in nmrih? I'm using the "sky_day01_09" as a skybox btw, if it has any impact on cubemaps

Share this post


Link to post
Share on other sites

Hey and welcome to the forums.

I recommend using the HDR version of the skybox "sky_day01_09_hdr"

to buildcubemaps properly for both LDR & HDR:

load game

sv_cheats 1

mat_hdr_level 2

mat_specular 0

map yourmap

buildcubemaps

disconnect

mat_hdr_level 0

map yourmap

buildcubemaps

disconnect

alternately you can add the first 3 vars to your nmrih startup parameters: "-console +sv_cheats 1 +mat_hdr_level 2 +mat_specular 0"

optional:

to enable hdr and check the cubemaps type again:

mat_hdr_level 2

mat_specular 1

map yourmap

If you still have issues, try using another skybox, or you might also want to check this thread: [sDK2013]VBSP Buildcubemap Fix

Share this post


Link to post
Share on other sites

There's is a few methods I've seen people use. My method is after I compile my map I open the .bsp in V.I.D.E and delete the all the .vtf files except the default cubemap vtf's. Then I launch the game making sure mat_specular is on (mat_specular 1) and run the map. In map you'll see the pink and black checkered texture which is normal. I then type sv_cheats 1, mat_specular 0, buildingcubemaps 1, buildcubemaps, in the dev console. After the cubemaps are done being processed I disconnect, turn mat_specular back on and relaunch the map.
Building cubemaps is the last thing I do before releasing a map.

In VIDE click on the last icon in the icon bar (PakLump Editor), open your .bsp, select all the vtf's except the default vtf's, click on the "un/Delete" button and save your bsp. Then do the above.

You can download VIDE from here (dl link at the bottom of the page): http://www.tophattwaffle.com/downloads/vide/

Share this post


Link to post
Share on other sites

There's is a few methods I've seen people use. My method is after I compile my map I open the .bsp in V.I.D.E and delete the all the .vtf files except the default cubemap vtf's. Then I launch the game making sure mat_specular is on (mat_specular 1) and run the map. In map you'll see the pink and black checkered texture which is normal. I then type sv_cheats 1, mat_specular 0, buildingcubemaps 1, buildcubemaps, in the dev console. After the cubemaps are done being processed I disconnect, turn mat_specular back on and relaunch the map.

Building cubemaps is the last thing I do before releasing a map.

In VIDE click on the last icon in the icon bar (PakLump Editor), open your .bsp, select all the vtf's except the default vtf's, click on the "un/Delete" button and save your bsp. Then do the above.

You can download VIDE from here (dl link at the bottom of the page): http://www.tophattwaffle.com/downloads/vide/

-------------

aha, this one worked finally! thanx for all the extensive help!

Share this post


Link to post
Share on other sites

There's is a few methods I've seen people use. My method is after I compile my map I open the .bsp in V.I.D.E and delete the all the .vtf files except the default cubemap vtf's. Then I launch the game making sure mat_specular is on (mat_specular 1) and run the map. In map you'll see the pink and black checkered texture which is normal. I then type sv_cheats 1, mat_specular 0, buildingcubemaps 1, buildcubemaps, in the dev console. After the cubemaps are done being processed I disconnect, turn mat_specular back on and relaunch the map.

Building cubemaps is the last thing I do before releasing a map.

In VIDE click on the last icon in the icon bar (PakLump Editor), open your .bsp, select all the vtf's except the default vtf's, click on the "un/Delete" button and save your bsp. Then do the above.

You can download VIDE from here (dl link at the bottom of the page): http://www.tophattwaffle.com/downloads/vide/

-------------

aha, this one worked finally! thanx for all the extensive help!

Your'e welcome.

Share this post


Link to post
Share on other sites

here is my way of doing it

start map

buildcubemaps

mat_Specular 0

buildcubemaps

restart map

mat_specular 1

exit game

and the bsp is ready

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0