Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
in case you wanna generate an envmap. the easiest way i know is using hammer and building a box, with your reflection textures on the inside, or you build some kinda geometry you wanna reflect, in the center of a small custom map. it should be centered around 64 units above the ground, and in case of the box, 128 units in all dimensions. compile the crap. in sfm you goto game mode and type things in the console. use "setpos 0 0 64" to have the player camera in the center of the box/geometry. then you type "lightprobe [name of your custom envmap] [edge size/dimension]" to snapshot it.
It could be done in blender too, unwrapping a cube with 6 different textures and painting the inside. the general problem is that you gotta figure out the locations and rotations of the cube textures and puzzle all of it into gimp layers for example to export it as a working envmap. i've never done that.