#(closed)cubemap reflection scale?

1 messages · Page 1 of 1 (latest)

lapis forge
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What exactly determines the "scale" of the reflected cubemap of the model? I tried editing the UVs and didnt get any different results, but when I separated parts of my mesh I managed to change the "scaling" a bit. Unsure of what exactly determines it and how to get it the way I want.

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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

lapis forge
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this image is the desired appearance

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see, in blender I have this node setup for my texture

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and this is the texture I'm using

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what I did to port it over to the source engine was use that texture as all 6 faces of a cubemap

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and this is the vmt

"VertexlitGeneric"
{
    "$envmap" "cdr_stoner_32"
    
}
hoary mirage
lapis forge
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or are you implying what I've made is a spheremap and that it needs to be a cubemap?

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because the .vtf I currently have is an HDR cubemap

hoary mirage
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I assumed it was an imported game texture or a recreation of one

hoary mirage
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I don’t know why it would affect the scale/transformation of the cubemap but worth a shot

lapis forge
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also would you happen to know why my sequence is playing back "choppy"?

hoary mirage
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Is it an animated envmap?

lapis forge
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no, static

hoary mirage
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Ok, so sequence as in skeletal animation

lapis forge
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yeah

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this is what it looks like if I animate it as an entity

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in model viewer it's correctly animated

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when i view the sequence

hoary mirage
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That’s a problem on the lua side, or possibly in your qc file

lapis forge
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$sequence "spin" {
    "anims\spin.smd"
    fadein 0.2
    fadeout 0.2
    fps 60
}
hoary mirage
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remove fade-in & fade-out

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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.

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Are you trying to call the animation to start once, every frame or on a timer?

lapis forge
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I also tried rubat's easy animation tool with the same result

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which animates every other model perfectly fine

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but in hlmv and the gmod model viewer addon the sequence plays as intended

hoary mirage
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Try adding loop on another line after fps 60 in your qc, compile, then set the animation to play once. Idk.

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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

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That can’t be right

lapis forge
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hmm

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I managed to replicate the issue with a model from tf2

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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"

hoary mirage
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the sandvich plate?

lapis forge
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nah, the giftbox

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models/items/tf_gift.mdl

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yeah, renaming the sequence didn't help so I'm not sure

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tried setting the fps to the default(30) same result, just half speed too

hoary mirage
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yeah if it's happening on all models then it's likely your game/server config

lapis forge
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nah only on a few, so idk

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I'll just open a new thread for the sequence issue and close this one, since I got the texture "close enough" to how I want it, and this issue is more pressing for what I'm trying to do.