purple texture?

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purple texture?

Postby Kaelan002 on Fri Dec 24, 2010 5:31 pm

hi guys
i made a tf2 map in hammer and everytime i test it somethings (like the neutral briefcase and frontier justice) are textured in a sort of purple colour with black bits. Now generally this seams to mean that the real texture is missing but its not as it works on normal maps. Anyone know how fix this or what its caused by?

thanks
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Re: purple texture?

Postby alias on Fri Dec 24, 2010 9:41 pm

Many objects use reflections. These reflections are decided by cubemaps. Your map probably lacks them.

A env_cubemap is placed with the entity tool. They should be spreaded acros the map but at carefully placed positions (to get the best result). Generaly each room with a specific light setting needs one. However, dont overdo it as they do increase the filesize of the map. For testing 1 cubemap however is fine as that one will simply be used acros the whole map. It might give wrong reflections but at least no purple textures.

Read these 2 for more detail.
http://developer.valvesoftware.com/wiki/Env_cubemap
http://developer.valvesoftware.com/wiki/Cubemap
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Re: purple texture?

Postby Kaelan002 on Sat Dec 25, 2010 2:18 pm

hi
thanks thats probably the problem, i have a couple of questions though:
Where shall i place them?
Are they directional, ie should they be placed by the light source?
Do they have a specific radius, would one configure a whole map?

kaelan
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
pomf.se is ded. :'(
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Re: purple texture?

Postby alias on Sat Dec 25, 2010 3:36 pm

A cubemap basicly says where the engine has to make 6 pictures to use as reflections (a sort of 2d skybox). It does that at the exact point where you placed it. So most often you need to place it at eye height. This is because the weapon reflections then are taken at the correct height and therefor look best. And in this case in the center of a room is best (on very large outside spaces place more spreaded ones (only needed on 2048-2048 like sizes, on 1024-1024 1 cubemap often is enough unless it has alot of reflective objects in it)

With wall reflections closer to the wall ofc gives a bigger view and often makes the reflections more detailed in looks. This is because in that case the reflections arent ment for the weapons.

However note that you shouldnt rely on the reflections of cubemaps too much. they remain low detailed. So you often cant exactly see what is there. Most often you only see the shape of a building in it, some ground textures and light effects. Dont expect a highly detailed statue to look good in cubemap reflections.

The radius gets decided by you as objects simply take the nearest one. There is an exception to that though. if for example you made 1 cubemap for weapon reflections and such but have mirror for example you might want 1 specific cubemap for the mirror which never gets used by the weapons. This can be done by telling the engine that the cubemap gets used by just that texture. (its a setting of the cubemap)
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Re: purple texture?

Postby Kaelan002 on Sat Dec 25, 2010 6:13 pm

ok thanks alot

kaelan
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
pomf.se is ded. :'(
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