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You'll know how you can get your cubemaps to build correctly after SteamPipe update.
Let's start
First of all, compile your level with Full HDR!
What do to after compiling?
Once you compiled your level, open your .BSP into VIDE. Press the last button on the top right bar.
What should I do in it?
Select and delete all the textures (the .vtf's) EXCEPT for the defaultcubemaps for both HDR and LDR.
Save the BSP.
Alright, but why do I delete them?
This will generate new cubemaps to the textures.
What do I do next?
Simply start your game and load the map.
Ugh... Reflections are here but they are bugged (pink and black checkered board).
This is completely normal.
Open your console and type mat_hdr_level 2 . This will set on HDR (if you haven't already, then restart your game).
Verifiy that HDR is enabled with mat_hdr_enabled 1.
To fix the bugged reflections, open your console and type:
sv_cheats 1
buildcubemaps
Once your cubemaps are built, the file size should go up.
Open your console again and type: mat_reloadallmaterials
If it happens, just reload the game and the map and the reflections shouldn't bug anymore and your cubemaps have been built!
This is a way to get them to work.
Thank TopHATTwaffle for this.
i suggest you to use the pakrat method to clean up the bad cubemap vtf file inyou bsp file.
TF2 is shipped with his own tools so be care to use the appropriated executables.
For example after compiling map you still need to do the regular:
"specular 0"
"buildcubemaps"
"specular 1"
Note: There will be purple surfaces still! You need to reload your map in the console.
If your models have a white glare you can reload the map a second time:
"map YourMapName"
--------------------------------------------
Here is a PDF for those who still use the old VBSP and want to use Pakrat. I use a custom method to solve the issue in CSS.
http://www11.zippyshare.com/v/41590963/file.html
http://www.fileswap.com/dl/VdvD4qX7xo/
No need for:
mat_hdr_level 2/0, sv_cheats 1, mat_reloadallmaterials or building cubemaps several times
People will chose the method that works best for them in the end.
The issue I'm having (and I get this with the pakrat method as well) is that all the glass in my map comes out way too bright when HDR is enabled, almost totally white (some pink/orange rainbow too).
I never built cubemaps back when it worked so I'm not entirely sure this is related to them being broken? Everything else in my map reflects properly and glass reflects well in LDR.
https://developer.valvesoftware.com/wiki/Cubemaps
When I follow those instructions using the modified hammer, I don't see pink anywhere in the final map.