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cubemaps not working #40
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Same problem here |
Seems to be an in-engine error. If you were to port the maps to the 2007 engine, it will build normally. |
Same |
Bump ! There is something i can't catch in your strategy, the time pass , and I am now really sceptical about the 2013 SDK, Nicolas Kirsch |
BTW seems this is not only Source2013 issue, other "new" steampipe games has same problem. |
I can confirm that Episode 2 has this issue as well. "buildcubemaps" begins the process, and flashes all the cube maps on the screen, but none of them are apparently getting baked out to the map itself. I have yet to find any solution. The one claimed solution on the Steam forums did not work for me: Can anyone else confirm success or failure on the above approach? |
Really? It worked for me. Like I noted on the steam forums, what are supposedly the cube map .vtf files aren't being initially saved properly. If you open them up in Pakrat, they appear black. However, if you delete said .vtfs, save the .bsp, reload the map, build the cube maps, then they work. Here are some pics for you. Of course, the actual problem is that this wasn't and shouldn't be happening in the first place. For now, this is just a workaround until an actual solution is found. |
Thank you, it looks like that technique does work. I suspect my problem was that I got confused over which .bsp I was editing. For me, the .bsp file is outputted to both sourcesdk_content/ep2 (where the .vmf lives) and /ep2/maps in /common. I was editing the one in sourcesdk_content when it should have been the other one. |
Hmm, I could not get this to work for me. I also tried building cubemaps in 2007 and then playing the map in 2013, but the default black cubemap texture over written my cubemap build. |
Any idea if Valve is fixing this anytime soon? |
The VBSP source is included in the 2013 SDK, if you comment out "Cubemap_CreateDefaultCubemaps" on line 860 of vbsp.cpp and compile your own version then VBSP will stop writing out the black cubemaps. After that, it's just a matter of building the cubemaps like normal, works fine for my 2013 based mod. |
Thank you John, it work well to for me: |
I don't plan on it because I don't consider stomping out all cubemap generation in VBSP a reasonable solution. I'd rather Valve figure out the root cause behind buildcubemaps not overwriting the files than do a dodgy fix. |
I think the point of creating "default" black textures for cubemaps in VBSP is so the first time (and every time with new cubemap entities) you build the map, you don't have to go through the process of making cubemaps, which eases the process of quickly prototyping out elements. I agree though that Valve should fix this ASAP EDIT: Though, isn't there a default envmap texture the game falls back to, if cubemaps aren't present at the time of build? |
i am not sure about, but if the default cubemap are all black, it's may be related to a skybox issue instead of cubemap. |
How to fix HDR cubemaps :1. Fix the VMT files : Vbsp is looking for a $hdrbasetexture variable, and from the VPK and the skyday01_01_hrd and skyday02_01_hrd "sky" { "$hdrcompressedTexture" "skybox/sky_day02_01_hdrrt" "$hdrbasetexture" "skybox/sky_day02_01_hdrrt" "$nofog" "1" "$ignorez" "1" "$basetexturetransform" "center 0 0 scale 1 2 rotate 0 translate 0 0" "$basetexture" "skybox/sky_day02_01rt" } 2. Compile the maps with the modified VBSP About the VBSP fix, and as vbsp don't not create the default cubemap, the game must be set without hdr enable, to build the LDR cubmaps. And so the ldr cubemap will be written into the bsp file. Note : Bugs : |
I've been getting only half my map to build the cubemaps fine and the other half I've gotten purple and black reflections. I've been using my own custom skybox with "$hdrcompressedTexture". I may try building the cubemaps in ldr, then hdr, although I doubt it will fix my problem |
the next problem i discovered about the cubemap, is that sdk base 2013 have a "plateform/materials/engine/defaultcubemap.vtf" What's has been resolved for me : With hdr, the default render is odd, so i try to regenerate de hdr from that material, with hdrshop, PFM and Vtex, but i doubt my cubemapdefault.hdr.vtf, is added in both ( "../sourcemods/mymod/materials/engine/" and "../common/source sdk base 2013 singleplayer/plateform/materials/engine/") |
Hmm, interesting. I looked at my backed up gcfs to see if there was ever cubemapdefault.hdr.vtf, but I could not seem to find one. But it would make sense that of the cubemaps not building because there is no file to override the default black with. |
engine/defaultcubemap.hdr.vtf doesn't exist because it's not referenced by the engine. |
hi again, i am m not sure this is necessary but I made a cubedefault.hdr.vtf with all the requirements: 128*128 the link : CreditThe file cuebmapdefault.hdr.vtf has been generated with source engine ingame tools( buildcubemap) and extract from the bsp file that use skyday02_01_hdr skybox credit : Nicolas Kirsch |
Thanks @fuzzzzzz! Hopefully I'll have better luck with this then modded vbsp. :) |
It worked, @Riomaki81. Thanks. |
I thought the edits in VBSP with the 3/09 update should fix cubemaps issue, but nope. |
Disabled default cubemap creation in VBSP. This is a workaround to issue ValveSoftware#40 that prevents existing cubemaps from being overwritten when the buildcubemaps command is used.
The beta_test branch of the Multiplayer SDK Base should now have a few engine fixes for buildcubemaps. If you're experiencing this issue test again and let me know if there are still problems. |
Still broke for hldms, It is adding default cubemaps, any other ones render black, If they are added, |
The hldms cubemap issue is being tracked at #403. |
buildcubemaps seem to shit itself when cubemaps are present in the .bsp so keep this thing commented out until guys at Valve start being dudes and do something.
I see this issue quite everywhere now, the cubemaps don't seem to work.
I can use the buildcubemaps command normally but it has no effect. Deleting the default black cubemaps from the bsp file leaves me with pink/black textured reflective floor.
Where does this issue come from?
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