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How to properly build cubemaps for HDR Maps
Hey there,
This is a quick guide on how to build cubemaps for maps with HDR support. I haven't tested this with widescreen monitors, but it should work fine. - Configure the game to go full screen. Using the best possible graphic configurations produces better results. - Load the map which you're willing to build the cubemaps. - Type in the console the following commands. Don't type "<<" or anything on the right side of it. I'll be using those as "comments" on the specific line. Quote:
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- Open the game and load the map. Enjoy your new map with working cubemaps and HDR. Note: When compiling the map, MAKE SURE you have enabled "-both" flag for vrad, or this method will fail. Update (2008-06-29): Some fixes, added arenaceous advice. |
according to the valve developers community you have to turn off mat_spectacular first (it doesnt draw the reflections while you compile the cubemaps.
and do it like such mat_specular 0 buildcubemaps mat_hdr_level 0 map mapname buildcubemaps mat_hdr_level 2 map mapname mat_specular 1 |
Thanks, updated main post :)
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Does this mean the cubemap issues have been figured out? w00t for progress.
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Does anyone have a good HDR tutorial? (that isn't from the valve wiki)
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Notably, if you render the highest quality cubemap possible, you will need a resolution greater than 1152x1152 - which on LCDs is pretty rare. |
Yeah, default cubemaps require a 512x512 space, so anything above 640x480 works *nodnod*.
In addition, the instances where a reflected surface encompasses more than a 512x512 area on the screen are so distant that the sacrifice in filesize is simply not allowable. |
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