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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{{otherWikis|{{vdc|Cubemaps}}}}
 
{{otherWikis|{{vdc|Cubemaps}}}}
  
A '''cubemap''' is a set of textures that are stored on the sides of a cube. They are commonly used for static reflections in Source engine games, such as TF2.
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'''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.
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== Implementation ==
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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.
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Once lighting is compiled and the map is running, the map author uses the console command "buildcubemaps" to generate the reflections.
  
 
== Missing cubemaps ==
 
== Missing cubemaps ==
Maps that are in development may have missing cubemaps. This causes the familiar effect of all reflections either reflecting the [[skybox]] or the magenta/black missing texture fallback texture.
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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.
 
 
Cubemaps must manually be captured by the map author using the <tt>buildcubemaps</tt> console command. Note that this changes the BSP file for the map, meaning that the map will differ from the version on the server.
 

Revision as of 06:14, 18 January 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.