Difference between revisions of "Cubemaps"

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(Added a few technical details and reworded a few points. Still needs more information on gameplay relevance.)
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== Missing cubemaps ==
 
== Missing cubemaps ==
 
If no cubemap entities are placed in a map and built, reflections default to the [[skybox]] texture or to a purple and black checkerboard pattern. This issue is common in maps that are still under development.
 
If no cubemap entities are placed in a map and built, reflections default to the [[skybox]] texture or to a purple and black checkerboard pattern. This issue is common in maps that are still under development.
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Typically, there is no default cubemap in Team Fortress 2 ''per se'' and must be built manually.

Revision as of 19:48, 19 March 2018

Cubemaps store data about a reflective object's surroundings, and are used to correctly render its appearance. Most Source engine games rely on cubemaps, including TF2.

Implementation

Cubemap entities are placed at eye level (about 64 hammer units) to create the most realistic reflections. If an area of a map differs in lighting or size, another cubemap is typically placed.

Once lighting is compiled and the map is running, the map author uses the console command "buildcubemaps" to generate the reflections.

Missing cubemaps

If no cubemap entities are placed in a map and built, reflections default to the skybox texture or to a purple and black checkerboard pattern. This issue is common in maps that are still under development.

Typically, there is no default cubemap in Team Fortress 2 per se and must be built manually.