Nope, it's prop_static. It appears where it should in all of the other 
cubemaps!

Tony "omega" Sergi 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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