Cubemaping
Cubemaping
Firstly sorry for yet another help topic.
Secondly are there any common nonos to place cubemaps or tips for it where to place em because it seems i cant get them to work(i cant get most of the stuff to work realy)
What i do is just place em near the ground in all corners and place them out in a pattern. Then i compile the map , run the command buildcubemaps, restart my map and there not there. It seems that the skybox "cubemap" is working but none of the other arent. Its seems so simple but still i cant get it to work
also is there a way to brighten up your outdoor areas in some way? my light enviroment still leaves it quite dark.
Secondly are there any common nonos to place cubemaps or tips for it where to place em because it seems i cant get them to work(i cant get most of the stuff to work realy)
What i do is just place em near the ground in all corners and place them out in a pattern. Then i compile the map , run the command buildcubemaps, restart my map and there not there. It seems that the skybox "cubemap" is working but none of the other arent. Its seems so simple but still i cant get it to work
also is there a way to brighten up your outdoor areas in some way? my light enviroment still leaves it quite dark.
Skybox cubemap...
What the....
I think you have the wrong idea about them son...
Cubemaps should be placed 64 units above the flooring for players guns and things to reflect their surroundings properly, and you really only need one per room, maybe a few for larger rooms. Their purpose is to give a reasonable reflection of the surrounding area. And if your map doesn't have a bunch of shiny floors, windows or shiny props, then you may, and I repeat MAY not need them for it to look alright.
You may have to play around with them a bit, but I have NEVER heard of putting one in a 3d skybox... I mean, I don't think that would do anything at all... unless the player physically walked into the skybox.
One thing that helped me is try not to have the cubemaps "see" each other too much. I used too many once and fixed it up by removing a lot and not letting them see each other through the hallways and doorframes.
Plus you can instruct a cubemap to ONLY do one surface if you want...
What the....
I think you have the wrong idea about them son...
Cubemaps should be placed 64 units above the flooring for players guns and things to reflect their surroundings properly, and you really only need one per room, maybe a few for larger rooms. Their purpose is to give a reasonable reflection of the surrounding area. And if your map doesn't have a bunch of shiny floors, windows or shiny props, then you may, and I repeat MAY not need them for it to look alright.
You may have to play around with them a bit, but I have NEVER heard of putting one in a 3d skybox... I mean, I don't think that would do anything at all... unless the player physically walked into the skybox.
One thing that helped me is try not to have the cubemaps "see" each other too much. I used too many once and fixed it up by removing a lot and not letting them see each other through the hallways and doorframes.
Plus you can instruct a cubemap to ONLY do one surface if you want...
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- npc_citizen
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- npc_citizen
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Bump for the sake of not creating another similar thread.
I was wondering...I know that you place cubemaps at 64 units and in the center of a room. But if you have reflective surfaces in that room, should you also put cubemaps near light sources?
If you don't, then the reflections on the floor for example seem to appear as if there is a light through the wall you are facing (if you are very close to it).
EDIT: I just remembered seeing Valve put cubemaps in front of reflective surfaces. Maybe this is the correct solution.
Any experienced discussion is welcome. It would be very helpful.
I was wondering...I know that you place cubemaps at 64 units and in the center of a room. But if you have reflective surfaces in that room, should you also put cubemaps near light sources?
If you don't, then the reflections on the floor for example seem to appear as if there is a light through the wall you are facing (if you are very close to it).
EDIT: I just remembered seeing Valve put cubemaps in front of reflective surfaces. Maybe this is the correct solution.
Any experienced discussion is welcome. It would be very helpful.