Strange effect after buildcubemaps

efter

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these screenshots say it better than I can

http://www.efter.info/pictures/screens/revenge0001.jpg
http://www.efter.info/pictures/screens/revenge0002.jpg

and this is how it *should* look

http://www.efter.info/pictures/screens/revenge_e0000.jpg
http://www.efter.info/pictures/screens/revenge_e0001.jpg

This is what's up...the first set of pictures is what the map looks like when my friend compiles it on his machine (using exact same vmf files) and after he builds cubemaps. Everything appears to glow white and very very reflective. This strangely only affects clients who've downloaded the map, and not the host. He claims the map looks great on his machine, while it looks like this on everyone else's.
The second set of pictures is the exact same vmf file compiled on my machine, and after running buildcubemaps. It looks fine. If he loads my compiled bsp on his server, it looks fine to clients also.
One difference: HIS machine has the "exploding models" bug in hammer right now, while mine does not. Other than that I believe his SDK is up to date.
Any ideas?
 
I have heard that cubemaps are broken. The pictures that it *should* look like don't appear to have cubemaps, or reflections of any kind. :p

The Hammer model bug can be worked around (not that that makes it okay to have a bug, but still).
 
Don't know how else to say it, Valve needs to get their shit together and fix the damn sdk and stop breaking it a few weeks later. Secondly, make the sdk separate from steam or a rollback update feature because this crap is ridiculous. If it's not one thing it's another, I am beyond annoyed with working on the source engine.
 
Weird - I've had no issues with cubemaps at all.

I agree with DjBourgeoisie though - Valve need to update the SDK now
 
Cubemaps appear to build and it goes thru the entire build process, but the effect is not correct when it completes. I have some textures with normal maps in a map I am working on and you would'nt know it by looking at them after building cubemaps, however a month ago they looked fantastic.
 
Mine work exactly as expected.

Gratuitous reflectivity:

ship1_engine4b0001.jpg
 
Weird, are you using ati or nvidia, I have an ati x800 pro, not sure if this issue is relevant or not. In any case they need to fix it.
 
ATI X800 XTPE
on an Athlon 64 3800 X2
with 2Gb of RAM
 
Raeven0 said:
The pictures that it *should* look like don't appear to have cubemaps, or reflections of any kind. :p

LOL, you're right. I have replaced those images with the correct ones. Please recheck them. Thanks for noticing.

And on my machine the cubemap function seems to be working just fine, check out this mirror, you can't make a mirror without cubemaps :cheers:
http://www.efter.info/pictures/screens/dm_efter_practice_11_apw0005.jpg
 
Ha... I always get the impression that its more often the ATI machines that get stuff messed up which is slightly amusing since HL2 was sold bundled with those cards :)

I have Nvidia and my models have never exploded and my sdk runs fine. Cubemaps are also working fine.

The only drawback I have found is that my card is a GeForce2 MX400 so it's not really state of the art if you know what I mean :S
 
lol i get you there..i only have a GeForce 4 MX420 lol but i never have had any errors with it like exploding models..only errors that i have caused :) (leaks and stuff..and the time i got bored and totally broke it ^_^)

dunno why ATI's always break..but nVidia's are very stable and dont mess up easily in my opinion
 
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