Cubemap Placement

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Cubemap Placement

Postby Tutorial on Fri Mar 18, 2005 1:17 am

category
General Half-Life 2/Entities

description
A quick trick on how to move all the cubemaps up to eye-level (the optimum place) in one easy way.

keywords
cubemap, env_cubemap, placement.

If you're not sure what a cube map is, check out Blink's Cubemap Tut. Im just going to describe the method I use to place them.

1) Build your map
For this example, im using a box with a 2d sky and part of a roof, so there will be some nice difference in brightness around the map.
Image

2) Placing the 'env_cubemap's
Select the Entity Tool and in the 3d view, click on the ground where you want your cubemaps. One will be created everytime you click, on the face you click on, but it will be right up against the ground, soooo . . . .

Image

3) Moving the 'env_cubemap's
Select all the 'env_cubemap's you've just placed, and go to Tools > Transform (Ctrl + M). Set the transform type to 'Move', and set Z to '56'.
Click ok, and your 'env_cubemap's will be moved into the air, at the perfect height :D

Image

All done! Now just compile and run buildcubemaps as usual.

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Postby YokaI on Fri Mar 18, 2005 3:55 am

1.. erm.. question..

uhh does a cube map need to be placed frequently? like, how often should you do a cumbmap in a non gigantic square? like with indoor and such//
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Postby skidz on Fri Mar 18, 2005 6:44 am

they should be by reflective surfaces and every so often on other places. It all depends on how you want the scope to look ingame as well because you get the jump from cube map to cube map while running which imo looks pretty bad :(
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Postby slayera on Fri Mar 18, 2005 8:42 am

If you do have to many cubemaps in one area the compiler will let you know about it, that is how you know you have too many.
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Postby Serever on Fri Mar 18, 2005 12:50 pm

read blinks tut for an idea of where to place them and how often
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Postby Ali on Fri Mar 18, 2005 2:03 pm

i make it easy for my self and only place one cube map in the middle of my map.
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Postby zombie@computer on Fri Mar 18, 2005 2:12 pm

you can also just place zero, since it will then be defaulted with the skybox
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Postby Serever on Fri Mar 18, 2005 8:11 pm

i spose if you wanted to be a cheap bastard, you coul put one in a place with little light, so you dont get that glowy effect at all.
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Postby Someth|ng W|cked on Thu Mar 24, 2005 8:36 am

Don't forget that you can select which faces use each env_cubemap for even more fine tuning
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Postby Caste on Wed Apr 13, 2005 5:12 pm

one question
I noticed that you look like you're using CSS (because of the CT player model), is the height (56) the same for Hl2?
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Postby Murkrow on Thu Apr 14, 2005 2:22 pm

Caste wrote:one question
I noticed that you look like you're using CSS (because of the CT player model), is the height (56) the same for Hl2?


yes.

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Postby zombie@computer on Fri Apr 15, 2005 8:10 am

no, CSS height is lower than HL2 eyeheight. i believe its 64 for hl2
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Postby smeerkat on Sun Apr 17, 2005 4:03 am

I made a room where the floor surface was tied to a cubemap. Worked fine. Added a small crate (48 x 48 x48) in another room with the dev crate texture, and all of a sudden the floor has a pink-and-black reflective texture on it.

What happened? :?

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Postby Spartan on Sun Apr 17, 2005 4:08 am

Is the cubemap atleast 16 away from all brushes?
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Postby smeerkat on Sun Apr 17, 2005 4:38 am

I'll check right now.


edit: it was working before. This time, I moved the cubemap even further away, and it works now. :)
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