@deathmog-legacy (deathmog) posted a new topic, subject "I've been having cubemap troubles.". It read:

   I've been working on my map, so I compiled it for a play test real quick, I got the horrible purple and black checkerboard meaning the cube maps are screwed up. So I looked up a tutorial to fix this. In the console I typed mat_specular 0, then buildcubemaps, the map restarted, and the reflections were gone. I typed mat_specular 1 into console and then buildcubemaps, it restarted. I then got this result, even after typing mat_reloadallmaterials. I have two env_cubemaps, I appreciate the help.
    
    http://img51.imageshack.us/img51/4453/gmhouseofjazzb20012.jpg http://img51.imageshack.us/img51/gmhouseofjazzb20012.jpg/1/w0.png
    
    Underwater:  
    http://img163.imageshack.us/img163/7119/gmhouseofjazzb20005.jpg http://img163.imageshack.us/img163/gmhouseofjazzb20005.jpg/1/w1024.png

So @HiddenMyst-legacy (HiddenMyst) replied

    I'm going to take a wild guess and assume you only have a single env_cubemap in your map.

Then @deathmog-legacy (deathmog) said

    HiddenMyst:
    
    > I'm going to take a wild guess and assume you only have a single env_cubemap in your map.
    
    I have two, but I'm adding more.

So @Skipcast-legacy (Skipcast) replied

    I lol'd

@deathmog-legacy (deathmog) replied

    Anyone want to help me?

After which, @TH3_L33T-legacy (TH3_L33T) added

    Do fish get thirsty?
    
    Put more and buildcubemaps in console.

@deathmog-legacy (deathmog) replied

    TH3_L33T:
    
    > Do fish get thirsty?
    > 
    > Put more and buildcubemaps in console.
    
    I put about 20-25 more in, recompiled, buildcubemaps, all of that console junk, didn't work.
    
    EDIT:  
    lol, Just noticed the fish thing.

To which @HighdefGE-legacy (HighdefGE) replied

    You only need one cubemap per room (or more if the rooms big). Each cubemap should be at least 65 - 100 units away from a face(s), as that face is automatically assigned to the cubemap.
    
    And remember to add lighting as well, not just a random skybox.

To which @deathmog-legacy (deathmog) replied

    HighdefGE:
    
    > You only need one cubemap per room (or more if the rooms big). Each cubemap should be at least 65 - 100 units away from a face(s), as that face is automatically assigned to the cubemap.
    > 
    > And remember to add lighting as well, not just a random skybox.
    
    Ill add more then, ill get back to you on if it works.
    
    EDIT:
    
    Didn't work.


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