Env_cubemap

it allows for reflections and bumpmaps to work. without it you will just have a plain un-bumpmapped texture
 
You place cubemaps near the surfaces and models you want to have reflections. A cubemap takes 6 images of its surroundings and bases the reflections off them.
 
http://developer.valvesoftware.com/wiki/Cubemaps
http://developer.valvesoftware.com/wiki/Env_cubemap
http://en.wikipedia.org/wiki/Reflection_mapping

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Cubemaps are used for environment maps, they represent a 360^ view from one point that is used for reflections.
A surface always uses the closest cubemap for reflection mapping, and the skymap if there is none.

* If a cubemap is intended for NPCs or the player, it should be placed 64 units above the ground so that it most accurately represents the world at that point in space for a standing creature.
* If a cubemap is intended for static world geometry, it should be at least 16 units away from all brush surfaces.
* Cubemaps should be placed in all areas of visual contrast. A hallway with bright yellow light will need a cubemap, especially if it is next to a room with low blue light. Without these two distinct cubemaps, reflections and specular highlights will seem incorrect on entities and world geometry.

To calculate the cubemaps in a compiled map, start it and type "sv_cheats 1" "buildcubemaps" in the console.
then you load the map again, vith cubemaps, and test them with "impulse 81" in the console to get info and items that make the cubemaps more visible.
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