Add env_cubemaps around the map, all materials that want a reflection will get that from the closest cubemap position. Then when you compile the map and get ingame just type buildcubemaps in console and once thats done quit the mod. Then come back in and check how they turned out. Anything that was just default shine should have a fairly nice reflection of the area around it.
skidz wrote:Add env_cubemaps around the map, all materials that want a reflection will get that from the closest cubemap position. Then when you compile the map and get ingame just type buildcubemaps in console and once thats done quit the mod. Then come back in and check how they turned out. Anything that was just default shine should have a fairly nice reflection of the area around it.
Just a tiny prob bout cube map's they tend to crash my compiler
Scrap wrote:nice little map, played it through.
Died once XD and the antlion guard couldnt fit through the doorway so it was easy taking him down
but nice.
Well it will be fun in the next version then, It could be a garg....
Last edited by Vasili on Sun Oct 08, 2006 8:30 pm, edited 1 time in total.
Scrap wrote:nice little map, played it through.
Died once XD and the antlion guard couldnt fit through the doorway so it was easy taking him down
but nice.
Well it will be fun in the next version then, and no it isnt a garg!
lol after like 1 day i got it what you meant .
The thing at the end of this map is a antlion guard, the big blue monster thing is a Gargantua. I know its not a garg ^^