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Replacing Cubemaps in BSP's | Source Engine
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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)
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)
Replacing Cubemaps in BSP's | Source Engine
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