Author Topic: Source Problem  (Read 3826 times)

Ok, let me take you through this step by step.
Step 1. Go to a map where this problem happens.
Step 2. Open the fps counter (Also shows the .bsp name) by typing "cl_showfps 1" in the console.
Step 3. Type "map_edite bspnamehere" into the console. I'm not sure if it matters if you type the .bsp file
Step 4. If that worked, type "buildcubemaps"
Step 5. Press F5 to make a screenshot. Upload it for us to see.

Oh btw, it will say late precache of envballs.mdl when you use impulse 81. It will still give you the weapon. It's in slot 2 I think, above smg1. I think nextweapon and prevweapon will cycle your weapons in Portal, I'm not sure. I don't have that version of the engine.

You see, it isn't tied to a map, it is tied to the models, not a loving map, learn to read.

Yet the models use the cubemaps in the map to draw from. Just try it.

You see, it isn't tied to a map, it is tied to the models, not a loving map, learn to read.
Woooah, nice way on assuming how the reflections OF THE MAP have nothing to do with the map itself.


I mean that the PROPS aren't shining, normal cubemaps in the maps work.

But I thought you said the ones in the environment wern't working... I'm confused now. What is your problem again?

Ok, the things like the fizzler, cubes and the portal gun aren't shiny like they're supposed to be.  I found a thread about it on the official forums, but they got it fixed, they were on DX 8, I tried every fix on there but none worked.  Thread: (Forums are down)

Ok, that's a much better description.
So let me get this straight, shiny things in the map are working, but shiny things on props aren't?

Do you have custom materials for those things? It could be that you have a .vmt that disables phong on them.

Ok, that's a much better description.
So let me get this straight, shiny things in the map are working, but shiny things on props aren't?
Yes.