I have a room with a light switch, which can be toggled. The room has a toilet prop with reflective surface. Now if I build the cubemaps with the lights on, the material on the toilet will be perfectly reflective. If I build cubemaps with the light off, there won't be any reflection.
You can probably guess what the problem is: After switching off the light, the reflections of the props will remain and appear full bright in a dark room. Alternativly I could build cubemaps in the dark room, but as soon as the light is on, they will just appear non-reflective and thus horribly dull.
As far as I know, dynamic cubemaps are not (yet) possible in Source. Can anyone come up with a out-of-the-box solution or work-around for this problem?
So far I've tried:
- teleporting props from a duplicated dark room to the original lit room. When the lit toilet is disabled and the dark toilet from the other room teleports into the lit room, it magically inherits the reflective properties of the disabled toilet. Even though their names are completely different. Unsure why Source does that, but it's not working.
- Adding a non-refective skin to the prop and toggle that with the light switch. Gave me the best results so far. But sadly this only works once. As soon as the light goes out, the toilet will switch to its non-reflective skin, but when the light goes on again the reflection data is suddenly gone, even though it correctly switched to the reflective skin.
Help is greatly appreciated.

EDIT: Managed to fix it.









