buildcubemaps

Any aspects of level design for the Source engine.

Re: buildcubemaps

Postby GreenPepper on Wed Sep 04, 2013 6:49 am

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.


I will try this out, thank you for mentioning it.
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Re: buildcubemaps

Postby GreenPepper on Tue Sep 24, 2013 1:41 am

Any luck for anyone? So far it seems it still does not function for EP2 in the SteamPipe Beta. You'd hope someone at Valve would at least mention that their working on it, last news I saw from anyone from them was months ago and was simply an acknowledgement of the error and that it did appear to work fine for them.
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Re: buildcubemaps

Postby Armageddon on Tue Sep 24, 2013 2:57 am

Nope, no fix, I have to use the custom vbsp.exe to compile still and it works okay.
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Re: buildcubemaps

Postby taurus on Sun Sep 29, 2013 6:22 am

c0ldpr0xy wrote:
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?

Yes, the most important part here is to make sure the specularity is off as you can bake in the existing reflections.
However if the skybox is broken nothing will help to avoid the purple color.

I'd just like to add an visual representation of the steps and how the level is affected by the commands and you will see that the HDR skybox is broken and generates purple colors while LDR skybox work and does not have the problem.


(click on image for larger size - use the zoom tool bottom corner)
Image

EDIT:
btw, I solved the purple checker issue with adding _hdr in the map properties. I thought it was properly set up and the steampipe was the issue. Many people have had problems with missing skybox textures so.... But that was not the case. This was just a simple thing to change :)
Last edited by taurus on Sun Sep 29, 2013 4:09 pm, edited 1 time in total.
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Re: buildcubemaps

Postby Gambini on Sun Sep 29, 2013 2:28 pm

Yesterday i began to use a hacked vbsp that works like a charm. Seriously, what Valve couldn´t bother to do in months, some handy man did it. And it works great!

http://steamcommunity.com/app/211/discu ... 9/?l=dutch
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Re: buildcubemaps

Postby taurus on Sun Sep 29, 2013 3:35 pm

This handy man is Redeyes. He works with me on the mod Jurassic Life. We two are the lead developers for the project hehe. He has taken interest in the SDK 2013 because he wants to port our mod to the SDK 2013.

Well the VBSP did not work for me in the HL2 SDK setup I used for testing purposes. The VBSP seems to only work for 2013.
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Re: buildcubemaps

Postby taurus on Sun Sep 29, 2013 4:08 pm

btw, I solved the purple checker issue with adding _hdr in the map properties. I thought it was properly set up and the steampipe was the issue. Many people have had problems with missing skybox textures so.... But that was not the case. This was just a simple thing to change :)
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Re: buildcubemaps

Postby peegee on Sun Nov 10, 2013 11:29 am

Worked for me as well, thank you so much!
What i did additionally for my ep2 mod after the described procedure:

-Opened Pakrat again, copied one of the cubemap textures into the
materials/maps/mapname/ directory and renamed it to cubemapdefault.vtf
-Exited Pakrat without saving
-Restarted the map

Problem solved
"All things are difficult before they are easy." Thomas Fuller
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Re: buildcubemaps

Postby taurus on Tue Nov 12, 2013 8:11 pm

I made an updated version of the pakrat process here (as a PDF) some time ago:
http://steamcommunity.com/app/211/discu ... 3487665746

Apparently we don't need to delete the cubemapdefault.vtf and the corresponding HDR version. The two VTFs can be left in the bsp.

Also another thing I noticed. This VBSP fix does not work if you have your map in a "custom" folder.
These days custom mods should be put in that folder but this breaks cubemapgeneration. So I had to build cubemaps in maps folder of the game "cstrike/maps" not "cstrike/custom/mymod/maps/" and then when the final map was done I moved into into the "cstrike/custom/mymod/maps/" folder.
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