Do you have reflect all enabled in your video
settings?

Adam


--- "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
wrote:

> 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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> > >>
> > >>
> > >>
> > >
> > > _______________________________________________
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> view the list archives,
> > please visit:
> > >
>
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> > >
> > >
> > >
> >
> >
> > _______________________________________________
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> view the list archives,
> > please visit:
> >
>
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> >
> >
> 
> 
> -- 
> -Tony
> _______________________________________________
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> the list archives, please visit:
>
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> 
> 


--------
Owner Nigredo Studios http://www.nigredostudios.com


      
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