I thought that option was only relevant to water surfaces.

Adam "amckern" McKern wrote:
> 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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>>>       
>> -- 
>> -Tony
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>
>
> --------
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