buildcubemaps

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buildcubemaps

Postby GreenPepper on Sun Jun 30, 2013 2:56 am

Anyone else not having much luck with this command right now? Trying to buildcubemaps on the EP2 build (SteamPipe), currently it shows the images in the corner building the cubemaps, however upon restart, the cubemap is reset to default.

I have searched this online and I am most certainly not alone. Hopefully Valve fixes this soon.
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Re: buildcubemaps

Postby peegee on Sun Jun 30, 2013 10:16 am

No luck with it as well. :(
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Re: buildcubemaps

Postby GreenPepper on Tue Jul 09, 2013 9:56 pm

It seems some mappers are able to still do this, been looking/posting around Facepunch, still no luck, I'll try contacting some known mappers via ModDB for what engine builds their using.
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Re: buildcubemaps

Postby Armageddon on Tue Jul 09, 2013 10:09 pm

I have the same problem, my map relies a lot on cubemaps too. :(

Maybe it's because the material system wasn't included in the 2009 code?
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Re: buildcubemaps

Postby Gambini on Tue Jul 09, 2013 10:34 pm

Maybe it's because the material system wasn't included in the 2009 code?

Building cubemaps for source 2009 used to work. It´s something with the steampipe engine.
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Re: buildcubemaps

Postby Slashgibber on Tue Jul 09, 2013 11:23 pm

There is a laborious workaround where you use pakrat to remove some files from the bsp once you've compiled the map. This should be Valve's top priority imo.
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Re: buildcubemaps

Postby c0ldpr0xy on Sun Jul 14, 2013 11:57 am

How exactly do you know it's being reset to default? Anyways, on my HL2 mod, I just enter the command a few times until the error "node graph bla bla" stops appearing.
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Re: buildcubemaps

Postby Slashgibber on Sun Jul 14, 2013 8:29 pm

c0ldpr0xy wrote:How exactly do you know it's being reset to default? Anyways, on my HL2 mod, I just enter the command a few times until the error "node graph bla bla" stops appearing.


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Re: buildcubemaps

Postby GreenPepper on Mon Jul 15, 2013 3:07 am

c0ldpr0xy wrote:How exactly do you know it's being reset to default? Anyways, on my HL2 mod, I just enter the command a few times until the error "node graph bla bla" stops appearing.

Really, just like that? I'll have to try that out.

Valve will still have to fix this, meh, hasn't been working for nearly a month, well at least for me.
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Re: buildcubemaps

Postby c0ldpr0xy on Wed Jul 17, 2013 4:26 pm

If that still doesn't work, make sure you have no leaks.
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Re: buildcubemaps

Postby c0ldpr0xy on Thu Aug 29, 2013 3:46 pm

Alright, my apologies, I seemed to misunderstand your issue because I have been dealing with this problem since the last 2 weeks or so. I thought that "node graph" thing is related to the cubemaps but it wasn't lol.

Anyways, after some thorough research, it seems like this problem is presented after the SteamPipe update and many many people have this problem. I've found a few "solutions" but unfortunately, it doesn't work for my map, maybe they do for yours.

Open your compiled map with pakrat and remove all "texture" files (.vmt). Do NOT remove materials one. After that save your .bsp, load the map, sv_cheats 1, mat_specular 0, buildcubemaps, mat_reloadallmaterials, mat_specular 1, buildcubemaps, restart map and see if it worked.

On my end, I have done everything possible but reflections are showing up as pink/black checkerboard.
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Re: buildcubemaps

Postby Soulia on Fri Aug 30, 2013 7:21 pm

Yeah, the Steampipe update really screwed the whole thing up.

This works for me:

1. As c0ldpr0xy mentioned, open your map file in Pakrat & remove ALL texture files (.VTF). Do not touch the materials (.VMT)!
2. Save the map. Be sure you overwrite your map file, don't use a new name!
3. Start the game, load your map and input these commands in console, in this order:
sv_cheats 1
mat_specular 0
mat_hdr_level 0
buildcubemaps
mat_hdr_level 2
buildcubemaps
mat_specular 1
mar_reloadallmaterials

It's important to do all of these steps, in this order. It's a bit tedious process compared to how things used to work in the past, but oh well - I got used to it :)

Good luck!
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Re: buildcubemaps

Postby c0ldpr0xy on Sat Aug 31, 2013 12:50 am

Soulia wrote:Yeah, the Steampipe update really screwed the whole thing up.

This works for me:

1. As c0ldpr0xy mentioned, open your map file in Pakrat & remove ALL texture files (.VTF). Do not touch the materials (.VMT)!
2. Save the map. Be sure you overwrite your map file, don't use a new name!
3. Start the game, load your map and input these commands in console, in this order:
sv_cheats 1
mat_specular 0
mat_hdr_level 0
buildcubemaps
mat_hdr_level 2
buildcubemaps
mat_specular 1
mar_reloadallmaterials

It's important to do all of these steps, in this order. It's a bit tedious process compared to how things used to work in the past, but oh well - I got used to it :)

Good luck!



Wow, this actually worked! Although I think it's only working for a single texture, I can't see which texture will reflect and which won't. Is there any way to see which textures are reflective?
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Re: buildcubemaps

Postby Armageddon on Sat Aug 31, 2013 12:56 am

The vbsp.exe is broken, download the one here. https://github.com/ValveSoftware/source ... /issues/40 And change the vbsp compile path to the new one in Hammer. It will work after that.
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Re: buildcubemaps

Postby c0ldpr0xy on Sat Aug 31, 2013 2:41 pm

Armageddon wrote:The vbsp.exe is broken, download the one here. https://github.com/ValveSoftware/source ... /issues/40 And change the vbsp compile path to the new one in Hammer. It will work after that.


Sorry, that didn't work. I am using 2009 engine and that is for the 2013 SDK one, but I did use the 2013 vbsp.exe one and still doesn't work.
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