Another pro tip: If you work with large reflective areas (e.g buildings, skyscrapers), try to build the cubemaps twice, so the windows on the reflections also have reflections.
Thanks! Now I know what a cubemap is, that's something that has had me confused for a while and I had no idea why to even use them. I'm only doing Portal 2 maps, but I can still apply what I leaned from this.
It is great the amount of effort you put into each video. thank you. ps I phoned Gabe about a hug for you and he is more than happy to do so and will be flying over next week to deliver a hug.
I'd like to note that the Deagle and Dual Berettas are useful for seeing how cubemaps reflect lighting onto objects because of their shiny texture and many edges.
Thank you. So I have to exit to desktop and after I have to launch the game and write in the console "map cubemap" ? And yes, there are many cubemaps, because I didn't know the use of them:-)
One problem I found with cubemaps is that they don't seem to move around with the player's perspective. While I do understand that, "they're static images, they don't move", I've noticed a technique called 'Parallax corrected cubemaps', which pretty much allows the cubemap image to move and distort in order to seem like it moves with the player's perspective. Luckily, there's someone working on a version of that technique for the Source Engine, but it's yet to be released.
Hey phil i have 2 questions: i think cubemaps should be used for things that provide reflection, like a wet pavement, what other things would actually be used for? And second is there a way to add reflection to a surface besides using a cubemap, to simulate wet?
Gabe is at a beach somewhere. drinking drinks with little umbrellas in them, he's been there since Half life 2 was released. HL3 is already done, and now he is debating on if he should let the world know something about it.
Thank you so much for the tutorial. but id like to know, how may i edit some of CSS's textures and my own to have this high resolution reflection effect?
This is a stretch, but could you possibly help me fix this issue? Models in specific ares are incredibly overlit. I'm not sure if it's the cubemaps or HDR, because after disabling HDR nothing changed. I fiddled about with the environment light angle and I've not been able to find the reason. puu.sh/bmjRD/5a997efbbd.jpg
Adrian Thompson when you compile, you can activate an option( dont really remember where it was tho) that says "HDR+LDR(slow)" or something along those lines, that should fix your problem.
Any tips on getting cube maps to work on CS:S and Gmod? I've tried the work arounds like using mat_spectacular 0 then building and deleting the default cube maps from the map after compile but nothing seems to work.
3kliksphilip Yeah I did that. I just now recompiled my test map with a some shiny surfaces and opened in pakrat, deleted default cubemaps, then loaded it in gmod, mat_specular 0, buildcubemaps, exit map then reload, mat_specular 1, pink and black missing cube map squares. I checked the map after that and it has the default cubemaps in it again.
I got it working! What I did was open the map in pakrat, delete all the material files, mat_specular 0, buildcubemaps, mat_specular 1 and reloaded. I followed this guide www.facepunch.com/showthread.php?t=1293081
Hey, i was using "models/props_urban/hotel_bathroom_mirror001.mdl" Apparently i had to add more cubemaps into the room. Now it works but the reflections are kinda bad. They are very blurry and if you get up close you can see a "cube effect" inside the mirror. Thank you !
Philip thanks for your great videos! It seems buildcubemaps doesn't work in Source SDK 2013, is it right? it starts to get the photos of env_cubemaps, but the map size doesn't change at all. do you know how to get around this problem?
Can i ask a favor? Do you know of any tutorials that show you how to make textures for this that are reflective? I used to be able to do it years ago but I've sadly forgotten lol.
Not too comfortable posting my stuff in public like this and i can't seem to find a way to send you a message xD Maybe i should try it with a simple model first to see if that narrows it down even further?
Hey Philip, I have a question regarding this cubemaps. I've tried to make a bathroom with floor reflections and all. The problem is that my mirrors are having a strange reflections. They reflect the SkyBox even tho this is a sealed room. That is simply strange and i can not fix it :( Thanks for this Awesome Tutorials
For some reason, a lot of my shiny props are reflecting the vertigo scenery, how do I disable this. For example, I have a truck on the map, when you look at the truck, you see the background of the map vertigo.
Aiden Zhang if you do not have cubemaps in your map(or they are not built or not working for some reason) reflections will show the environment map(sky texture)
well if i put those podels in my level they wont show up, nor is there a colission or anything. i restartet the hammer world editor over and over, also steam, nothing helps.
Hey, Iv used "models/props_urban/hotel_bathroom_mirror001.mdl" Now iv added more cubemaps into the world and it appears that i have room reflections. Now the problem is that the reflections are very very blurry and there is some kind of "Cube" effect in the reflection if i look up closely Thanks !
I feel really silly, is there some missing step to getting cube maps to work on half life 2? or episode 2 more specifically, I've just made a small rectangular room with 1 cube map in the center with some stuff for it to reflect and this is how it goes. I hit compile the map loads, I open console and type buildcubemaps, the game takes its pictures and does it's thing, after that I type exit and the game closes, then I open it again, load the map and use impulse 81 to check and it never works. any help would be much appreciated
Those games have bugs that prevent the cubemaps from building properly by default. Refer to this article on the Valve Developer Wiki for a fix. developer.valvesoftware.com/wiki/Cubemaps#After_SteamPipe_Update
Does TF2 ultilize cubemaps? I can't seem to get them to show anything ingame, not even on Sniper's scope Edit: Think I found my answer, see reply if you're interested!
Drat. I just denounced something in your other video that was rectified in this one. Sorry to add to the clutter of your comments section. Oh and great video.
Do super advanced version showing how to give textures the real-time reflective properties of water, as demonstrated in this old demo of mine: /watch?v=rkz_DwFDzgA
I hate how Source handles reflections. Dark areas reflections light up like a christmas tree, almost looking like its illuminating the room. In normal lighting conditions they are barely visible. Valve really needs to get Source 2 out soon for the sake of visual fidelity and ease of use!
Yeah well. by any means they should focus on Source 2 being real-time-ish. with optional optimizations f those with crappy PCs such as in this video. I mean they should've already realized that gamers want to get most of their PCs.
Your tutorials are the only source sdk tutorials that don't put me to sleep
sdk hammer
best part is that hey are short
Another pro tip: If you work with large reflective areas (e.g buildings, skyscrapers), try to build the cubemaps twice, so the windows on the reflections also have reflections.
o_O What was up with those TREES at the beginning?
I know right? They fuel my nightmares. o_o
Solid fuel powered nightmares are very outdated and unreliable, i would recomend butane or propane nightmares.
xD
Insane env_wind
@@asj3419 propane nightmares? that's a clean burning nightmare I'll tell you what
Not the killer trees!
Thanks! Now I know what a cubemap is, that's something that has had me confused for a while and I had no idea why to even use them. I'm only doing Portal 2 maps, but I can still apply what I leaned from this.
You. sir, deserve a big box of Valve goodies for all the work you've done on these tutorials.
A music kit perhaps
It is great the amount of effort you put into each video. thank you. ps I phoned Gabe about a hug for you and he is more than happy to do so and will be flying over next week to deliver a hug.
Why do you keep fighting the trees?
Tsujimoto Yukasuke They're ruining everything.
No trees are a beautiful- AHHH OH GOD HELP IT JUST KILLED MY SISTER!!!
no, M R , They're running everything.
He is dendrophobic
What a great video, I hope this can help a lot of people! :)
Well 10,000 env_cubemap module still works on an HP-15 notebook laptop... Don't mind the KB size, as that it doesn't fill 750 GB in one go.
Tree boss fight ? lol
But he said "Watch out for the tree's." In one of his videos
Very good explanation! You just earned a subscriber!
I'd like to note that the Deagle and Dual Berettas are useful for seeing how cubemaps reflect lighting onto objects because of their shiny texture and many edges.
What's with the trees?
Tree's are his enemy.
"Kill it with fire"
-Somewhere in one of his tutorials
Joevin Lui 1. haha i remember the first part with the tree no liking him trying to parent fire to it xD 2. is Lui your last name? cause mine is :D
@@joevinlui243 "..... lots of fire"
ptsd vietnam war
3kliksphilip:
The Source mapping god.
You have earned my subscription good sir.
the end really caught me offguard after trying to troubleshoot my cubemaps xD
Oh i sometimes play gmod maps and they are soooo shiny, and i though it always was a bug but it was the map!
Mentioned Ray-Tracing technique in 2013... and only in 2018-2019 nVidia is releasing them.
Ray tracing isnt new
@@CourierSiix Real-Time Raytracing with sensible FPS is what nVidia has. Though It's existed for many years
My doesn't work! All the time, when I write "buildcubemaps" the map is just restarts and I still don't have ANY reflections! Can u help?
I'm using glasses, walls, tiles, concrete textures and buildings+ some reflective props (e.g: cars tables)
3kliksphilip Here is my map.Plz take a look! Thank you! www.mediafire.com/view/ijxn0sdzs4uaosk/cs_central.vmf
3kliksphilip did you see it?
Thank you. So I have to exit to desktop and after I have to launch the game and write in the console "map cubemap" ? And yes, there are many cubemaps, because I didn't know the use of them:-)
3kliksphilip Thank you phillip. What I learn, I learn from you and from your videos.I became a mapper,because u helped me a lot. Thank you man!
One problem I found with cubemaps is that they don't seem to move around with the player's perspective. While I do understand that, "they're static images, they don't move", I've noticed a technique called 'Parallax corrected cubemaps', which pretty much allows the cubemap image to move and distort in order to seem like it moves with the player's perspective.
Luckily, there's someone working on a version of that technique for the Source Engine, but it's yet to be released.
When i have darker areas in my map it becomes like purple ish colour over the ground. How can i fix that if its possible?
Hey 3kliks, what do you think of the new cosmetic gun skins that can be found via the Arsenal crates and such?
my cubemap doesn't work for the water. The water it's like a invisible block and showning the outside areas and my map is inside only, can you help?
GEORGE HORXE high shaders = reflexions
thank you for this video. valve's webpage about cubemaps seemed underwritten to me.
This helped me in Unity 5.
What to do if a texture has a purple checkered reflection like i am missing something?
Hey phil i have 2 questions: i think cubemaps should be used for things that provide reflection, like a wet pavement, what other things would actually be used for? And second is there a way to add reflection to a surface besides using a cubemap, to simulate wet?
Gabe is at a beach somewhere. drinking drinks with little umbrellas in them, he's been there since Half life 2 was released. HL3 is already done, and now he is debating on if he should let the world know something about it.
Hey! Im making a map and get the error material "" not found in the compile log? where is the texture missing, how do i locate it?
If you have used a Cubemap in Hammer and run the map, and after remove it, all props get dark.
How can I bring it back to normal?
Those palm trees were goin fukn crazy lol
I send you them, thanks for helping me with this weirdness.
Thank you so much for the tutorial. but id like to know, how may i edit some of CSS's textures and my own to have this high resolution reflection effect?
I have 2 questions. How do you get valve official maps? And can you add stuff in the sky like in aztec where a helicopter flies away?
Tl;dw: cubemaps are sample images from a point in space used on shiny floors and awp scopes to simulate reflection.
This is a stretch, but could you possibly help me fix this issue? Models in specific ares are incredibly overlit. I'm not sure if it's the cubemaps or HDR, because after disabling HDR nothing changed. I fiddled about with the environment light angle and I've not been able to find the reason. puu.sh/bmjRD/5a997efbbd.jpg
Absolutely no idea.
Adrian Thompson when you compile, you can activate an option( dont really remember where it was tho) that says "HDR+LDR(slow)" or something along those lines, that should fix your problem.
Terrorist, Counter-Terrorist, and Counter-Trees.
Btw, appreciated for this excellent guide sir. :)
Any tips on getting cube maps to work on CS:S and Gmod? I've tried the work arounds like using mat_spectacular 0 then building and deleting the default cube maps from the map after compile but nothing seems to work.
3kliksphilip Yeah I did that. I just now recompiled my test map with a some shiny surfaces and opened in pakrat, deleted default cubemaps, then loaded it in gmod, mat_specular 0, buildcubemaps, exit map then reload, mat_specular 1, pink and black missing cube map squares. I checked the map after that and it has the default cubemaps in it again.
Looks like this is pakrat: puu.sh/7L5nw.jpg
I'll update if I can get it working.
I got it working! What I did was open the map in pakrat, delete all the material files, mat_specular 0, buildcubemaps, mat_specular 1 and reloaded.
I followed this guide www.facepunch.com/showthread.php?t=1293081
Hey, i was using "models/props_urban/hotel_bathroom_mirror001.mdl"
Apparently i had to add more cubemaps into the room. Now it works but the reflections are kinda bad. They are very blurry and if you get up close you can see a "cube effect" inside the mirror.
Thank you !
So basically anything with a cubemap will reflect light, so as long as the environment is convincing, they will look wet (the surfaces)?
how he removed the scope border at 4:52 ?
idk i think with the console command cl_drawhud 0
Philip thanks for your great videos! It seems buildcubemaps doesn't work in Source SDK 2013, is it right? it starts to get the photos of env_cubemaps, but the map size doesn't change at all. do you know how to get around this problem?
Thanks for the help.
Can i ask a favor? Do you know of any tutorials that show you how to make textures for this that are reflective? I used to be able to do it years ago but I've sadly forgotten lol.
I tried it with my floor but it ended up being jet black =-/ And i did buildcubemaps
Okay i'll take a picture, i tried restarting the entire thing it's only a simple box room so that i can get used to making envmaps again lol.
Not sure if you can post links on RUclips with this new comment system..
www.dropbox.com/s/60owsrkwczxvd38/problem.jpg
Not too comfortable posting my stuff in public like this and i can't seem to find a way to send you a message xD
Maybe i should try it with a simple model first to see if that narrows it down even further?
Hey Philip,
I have a question regarding this cubemaps. I've tried to make a bathroom with floor reflections and all. The problem is that my mirrors are having a strange reflections. They reflect the SkyBox even tho this is a sealed room. That is simply strange and i can not fix it :(
Thanks for this Awesome Tutorials
For some reason, a lot of my shiny props are reflecting the vertigo scenery, how do I disable this. For example, I have a truck on the map, when you look at the truck, you see the background of the map vertigo.
Aiden Zhang use cubemap
Aiden Zhang if you do not have cubemaps in your map(or they are not built or not working for some reason) reflections will show the environment map(sky texture)
Also, It shows a vertigo everytime in SDK, but in real game, they work.
After I added cubemaps, all the glass in the level became black. Any way to fix this?
Do i need add something through Pakrat after full compile?
Right, thanks man!
Can a regular joe like me start making maps if I learn Source + Hammer? Or are there additional things I need to know going in?
GuardiaNES Thanks!
Hey, is there anyway to make those "prop_static"-models work, which are only shown in this purple/black-texture?
well if i put those podels in my level they wont show up, nor is there a colission or anything. i restartet the hammer world editor over and over, also steam, nothing helps.
Hey,
Iv used "models/props_urban/hotel_bathroom_mirror001.mdl"
Now iv added more cubemaps into the world and it appears that i have room reflections. Now the problem is that the reflections are very very blurry and there is some kind of "Cube" effect in the reflection if i look up closely
Thanks !
All I am getting is a no texture reflections can anyone tell me what I am doing wrong.
how do you make those things with the trees? :)
So are cubemaps for reflections on the ground as well as reflections on the player's gun?
They're cheap reflections for almost everything, including models and world geometry.
I feel really silly, is there some missing step to getting cube maps to work on half life 2? or episode 2 more specifically, I've just made a small rectangular room with 1 cube map in the center with some stuff for it to reflect and this is how it goes.
I hit compile the map loads, I open console and type buildcubemaps, the game takes its pictures and does it's thing, after that I type exit and the game closes, then I open it again, load the map and use impulse 81 to check and it never works.
any help would be much appreciated
Those games have bugs that prevent the cubemaps from building properly by default. Refer to this article on the Valve Developer Wiki for a fix.
developer.valvesoftware.com/wiki/Cubemaps#After_SteamPipe_Update
Needs More views!
Where did you hear of that last??
excellent. thank you
WHY cubemaps dont work in portal 1
how do you remove the shiny shit from the map completely? i thinks it's looks so weird.
and can you do it without using cubemaps?
Throwback to low energy kliks
will this light up my tunnel thats stupid dark.
I feel like there was more subtext on this video than dialogue..
Does TF2 ultilize cubemaps? I can't seem to get them to show anything ingame, not even on Sniper's scope
Edit: Think I found my answer, see reply if you're interested!
Do cubemaps reflect skybox/3Dskybox
yes
Thank you!!!
Help! My cubemaps are exploding, why?
Drat. I just denounced something in your other video that was rectified in this one. Sorry to add to the clutter of your comments section. Oh and great video.
Thank you.
Also remember that cubemaps are linked to the name of your map:
If you rename a map with its cubemaps already built, it will be undone.
Thanks for the video, although with the SteamPipe update, cubemaps won't simply work again.
using cubemap spam from now on
put a cube map on every unit of the map, reflections 2 realistic
I pray that Source 2 will make cubemapping obsolete.
Source 2, i think we'll never see SDK for this one.
@@TheBreakingBenny Source 2 still uses cubemaps, but it improves them alot using a technique known as Parallax Corrected Cubemaps.
@@randomcatdude How would one go about doing those? There needs to be a proper tutorial on that.
DEEZ TREEZ
Sweet! :3
THE TREES ARE AFTER US ALL
Thank god Valve is finally working on the Source Engine 2!
I don't have any problem with source, but the engine is really out of date.
TREES. THEY ARE OUT FOR YOU.
No, i was talking about the techniques you showcased in this video. not your PC. i don't know how powerful it is :/
trees in CSS are even more deadly than doors!
XD "DOOR STUCK!"
DOOR STUCK, DOOR STUCK, PLEASE... I BEG YOU!
Wouldn't be Philip's video if it didn't have the trees explode at the end.
I mean the glass texture turned solid black.
The trees always win
THE TREEEEE
M. Night Shyamalan would be proud.
at least he should get something like a "community contributer" coin or something, or a badge or whatever
Update fellas - to buildcubemaps you gotta add -insecure to your csgo launch options.
Or Episode 3.
you like trees?
Another way to solve such a problem is just to change the floor texture at problematic places :)
BUT I DO WANT IT TO BE PRETTY!
trees op
I hate cubemaps, I hate them with a passion. They are buggy, messy and cheap af.
Jimmy Lander and not working without doing a bunch of shit instead of buildcubemaps
Because the trees exploded. It was stupid, I agree. lol
Do super advanced version showing how to give textures the real-time reflective properties of water, as demonstrated in this old demo of mine: /watch?v=rkz_DwFDzgA
I hate how Source handles reflections. Dark areas reflections light up like a christmas tree, almost looking like its illuminating the room. In normal lighting conditions they are barely visible. Valve really needs to get Source 2 out soon for the sake of visual fidelity and ease of use!
Yeah well. by any means they should focus on Source 2 being real-time-ish. with optional optimizations f those with crappy PCs such as in this video.
I mean they should've already realized that gamers want to get most of their PCs.
You and you're dang trees.
Ew Dirt i know, 3 years, but *your* xD :D
The...... The TREES found me.... /watch?v=ZFXBOye5-dE but luckily i was recording so everyone can know what they are becoming.
1000th like!!