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Author Topic: [TUT] Proper Cubemap Building  (Read 12160 times)

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Loafie, Hero of Dreams

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[TUT] Proper Cubemap Building
« on: February 24, 2009, 06:07:17 am »

There's a lot of confusion about the correct way to compile cubemaps for HDR. Here's a quick rundown of commands to put in the developer console to get them quick, easy, and correctly.

Enter these commands in this order:

buildcubemaps [This is to build cubemaps in HDR]
mat_hdr_level 0 [This sets your lighting to LDR only, but won't take effect until...]
map ge_yourmap [You need to reload your map, and using the map command will properly dis/reconnect you]
buildcubemaps [Build us some LDR cubemaps!]
mat_hdr_level 2 [Reset your HDR]
map ge_yourmap [Another disconnect and reload of your map to properly fire up HDR]

and presto, super sexy cubemaps! Hop to it!
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maps in production: ge_temple maps released: ge_caves, ge_complex, ge_complex_classic
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Jeron [SharpSh00tah]

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Re: [TUT] Proper Cubemap Building
« Reply #1 on: February 24, 2009, 09:55:52 pm »

Actually lofi, you do not need to exit the map from your mat_hdr_level2 to level 0 transition.
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Loafie, Hero of Dreams

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Re: [TUT] Proper Cubemap Building
« Reply #2 on: February 25, 2009, 12:12:39 am »

yep. you do. or the lighting does not load properly. Bloom will turn off, but it will not be proper LDR.

http://developer.valvesoftware.com/wiki/Cubemaps

Check under Cubemaps And HDR
« Last Edit: February 25, 2009, 12:14:20 am by Loafie, Hero of Dreams »
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Jeron [SharpSh00tah]

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Re: [TUT] Proper Cubemap Building
« Reply #3 on: February 25, 2009, 12:19:05 am »

oh snapp, TY
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Complete: Ge_Runway (now under care of CC Saint); Ge_Caverns // W.I.P.:Ge_Streets; Ge_Depot; Ge_Train;

Loafie, Hero of Dreams

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Re: [TUT] Proper Cubemap Building
« Reply #4 on: February 25, 2009, 12:49:40 am »

your normals are going to look so much hotter <3
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Jeron [SharpSh00tah]

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Re: [TUT] Proper Cubemap Building
« Reply #5 on: February 25, 2009, 12:55:22 am »

thats probably why they have been so iffy!
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