#(closed)cubemap reflection scale?
1 messages · Page 1 of 1 (latest)
In this image, the right is what it originally looked like, middle is after editing the mesh of the casing, left is after editing the mesh of the gem in the middle
this image is the desired appearance
see, in blender I have this node setup for my texture
and this is the texture I'm using
what I did to port it over to the source engine was use that texture as all 6 faces of a cubemap
and this is the vmt
"VertexlitGeneric"
{
"$envmap" "cdr_stoner_32"
}
nah, you gotta convert it from a spheremap to a cubemap
Can you elaborate a bit more?
Are you saying that i need to make a spheremap from that texture and then turn that spheremap into a cubemap?
or are you implying what I've made is a spheremap and that it needs to be a cubemap?
because the .vtf I currently have is an HDR cubemap
pretty much
I assumed it was an imported game texture or a recreation of one
Assuming these are all using the same material, make sure all of these are unwrapped with unstretched faces to some black $basetexture, even if it’s just some 4x4px dummy
I don’t know why it would affect the scale/transformation of the cubemap but worth a shot
alright, ill give it a try. I already unwrapped them to no avail, but I didn't try applying a dummy texture.
also would you happen to know why my sequence is playing back "choppy"?
Is it an animated envmap?
no, static
Ok, so sequence as in skeletal animation
yeah
this is what it looks like if I animate it as an entity
in model viewer it's correctly animated
when i view the sequence
That’s a problem on the lua side, or possibly in your qc file
$sequence "spin" {
"anims\spin.smd"
fadein 0.2
fadeout 0.2
fps 60
}
remove fade-in & fade-out
that probably only affects switching to the animation and not the animation trying to update too slowly though, so it could be something else. Hmm.
Are you trying to call the animation to start once, every frame or on a timer?
timer that ends when the sequence ends
I also tried rubat's easy animation tool with the same result
which animates every other model perfectly fine
but in hlmv and the gmod model viewer addon the sequence plays as intended
Try adding loop on another line after fps 60 in your qc, compile, then set the animation to play once. Idk.
Going by the gmod pic it looks like the server tickrate is too low and the client is waiting for bone position updates from the server
That can’t be right
hmm
I managed to replicate the issue with a model from tf2
I think perhaps the issue is that I named the sequence "spin", since the other model that I replicated the issue with also has a sequence named "spin"
the sandvich plate?
nah, the giftbox
models/items/tf_gift.mdl
yeah, renaming the sequence didn't help so I'm not sure
tried setting the fps to the default(30) same result, just half speed too
yeah if it's happening on all models then it's likely your game/server config