Replacing Cubemaps in BSP's | Source Engine

preview_player
Показать описание
What do you do when you finished the -final compile and at the very end you realise that your cubemaps are in the wrong spot, making a model glow?
You could fix the cubemap issue and recompile the entire map on -final once again, OR you could spend less time compiling another version on just hdr, quickly make new cubemaps transfer them to the map that has broken cubemaps.
This video shows how to avoid a huge recompile job just for a couple of cubemaps.

Not mentioned in the video, Instead of deleting the cubemaps from one map entirely, you could temporarily disable all cubemap entities on your "burner" map using Visgroups.
Then only add those three new cubemaps, extract just those and add them to the -final compile'd map.
But that takes the same amount of time...

(Paste its content into a .txt file and change it from .txt to bat)

Рекомендации по теме
Комментарии
Автор

by the way, you may also want to use -onlyents to only compile entities into a new map to keep its lighting as is.
adds a "this map is stale" warning to the console. but who ever cares.

MrFunreal
Автор

Thanks for fixing the purple cubemap on TLS :P

MattNF
Автор

Hello, is this still a problem for you? I've really never seen anyone do this and it seems really unnessary. Are you only doing this because your computer can't handle to recompile the map if you have forgotten to build cubemaps properly?
I'd suggest just running building_cubemaps 1;mat_specular 0;mat_reloadallmaterials then after everyhing's been loaded then buildcubemaps as normal and WALA! Now their perfect, right?

ScrakSFMs
Автор

Does one actually need LDR lighting in L4D2? I thought it was HDR only.

Kerouha