This is an ongoing problem with source atm. The compile tools can't handle cubemaps. It's a bit of a process but there is a workaround.
You need to open the .bsp in a lmp editor (I use
VIDE but
PAKRAT is a common solution) and delete all the cubemaps after you compile your map, before you run it.
Then you need to run the map and build cubemaps in the engine. Once with and once without HDR lighting enabled. Here's the stream of conciousness console commands for that:
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mat_hdr_level 0 <- to turn off HDR
mat_specular 0 <- to turn off the shiny
buildcubemaps <- does what it says on the tin
disconnect <- hazard a guess?
mat_specular 1 <- turn shiny back on
map [YOUR MAP NAME] <- and check your cubemaps
Then turn HDR back on with
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mat_hdr_level 2
and do it all again.
BUT WAIT! THERE'S MORE!
I don't know why but when you do all this your cubemapped .bsp is saved to the da_info directory. That's SteamApps/common/Double Action/da_info/maps. You need to copy it back over to your dab/maps directory (right next to da_info). The bsp in da_info should be a little bigger than the one in dab.
I know Dementei has a more fluid way of doing this but the above method is the only way that has worked for me recently. Let me know if I was too vague. You can find a variation of this info in our
documentation - scroll down to the bottom or ctrl+f for "Step #4 (Action Cubemaps!)"