At present when compiling a map in Hammer, VBSP will insert a pair of black cubemaps named cubemapdefault.vtf and cubemapdefault.hdr.vtf in to the finished BSP, as well as a black cubemap for each env_cubemap entity in the map (including an HDR variant, even when a map is not compiled in HDR).
This is convenient when creating a work-in-progress version of a map that needs to be tested, free of the annoyance of hideous reflections. However, authors who wish to publish a detailed version of their map must endure an irritating, confusing and risky procedure to get proper cubemaps:
These cubemaps cannot be overwritten in the BSP by the game's buildcubemaps command. Mappers that wish to publish the finished version of their work must use an editor like Pakrat or VIDE to remove the cubemap files and save the BSP before they are able to build their own. This process also risks breaking the BSP.
I propose introducing a compile argument to VBSP to control the insertion of these cubemaps. We could use it on Fast and Default compile presets in Hammer, and leave it out for our Final compiles.
At present when compiling a map in Hammer, VBSP will insert a pair of black cubemaps named cubemapdefault.vtf and cubemapdefault.hdr.vtf in to the finished BSP, as well as a black cubemap for each env_cubemap entity in the map (including an HDR variant, even when a map is not compiled in HDR).
This is convenient when creating a work-in-progress version of a map that needs to be tested, free of the annoyance of hideous reflections. However, authors who wish to publish a detailed version of their map must endure an irritating, confusing and risky procedure to get proper cubemaps:
These cubemaps cannot be overwritten in the BSP by the game's buildcubemaps command. Mappers that wish to publish the finished version of their work must use an editor like Pakrat or VIDE to remove the cubemap files and save the BSP before they are able to build their own. This process also risks breaking the BSP.
I propose introducing a compile argument to VBSP to control the insertion of these cubemaps. We could use it on Fast and Default compile presets in Hammer, and leave it out for our Final compiles.
Thanks to worMatty for doc. this.