Is your citadel a physics prop? If it is, then it won't render during
cubemap build.

For one of my projects, I made a little workaround to this - for specific
things I wanted to force render during the cubemap process;
Add a new member to CBaseAnimating something like virtual bool ForceRender()
{ return false; } and then inside C_BaseAnimating::DrawModel() ..
    //Tony; if forcerenderduringcubemaps is set, and cubemaps are being
built; the model will still draw.
    if ( r_drawothermodels.GetInt() || ForceRenderDuringCubemaps() )

Then you can just make a new prop child class and set it's version of that
function to return true.
-Tony

On Sun, May 11, 2008 at 7:37 AM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> I've specifically bound the correct cubemap to that face. Besides, you
> can see one of the Citadel's reflected cables stopping dead where it
> should enter the structure.
>
> Garry Newman wrote:
> > Looks like it's just using the wrong cubemap.
> >
> > garry
> >
> > On Sun, May 11, 2008 at 10:39 AM, Tom Edwards <[EMAIL PROTECTED]>
> wrote:
> >
> >> The Citadel!
> >>
> >> http://steamreview.org/personal/jailbreak/nocitadel.jpg
> >>
> >> Can anyone explain this? It's the ep1 engine.
> >>
> >>
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> >>
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-- 
-Tony
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