CS:GO is built off of Source, and source can do reflections like this.
EnvMaps should only be used for reflections. Not GI
EnvMap GI:
Custom GI (Primary light bounce only):
Custom GI (Reflection, Primary, and Secondary light bounces):
EnvMap GI isn’t that accurate, and colors will shift as the camera is moved.
I’d recommend some sort of 2x2x2 voxel GI or allow people to use lightmaps. It’s still pretty satisfying to see a reflective surface in-game though.
Here’s the game link if anyone is wondering:
Even CSGO on the very weird Source engine got good envmaps, and light bounces too, making the maps look way better!
That’s because the cubemaps, lighting and etc is baked into the map when its compiled. Here it’s all made in real time
https://developer.valvesoftware.com/wiki/Map_Compiling_Theory#Overview_of_the_compile_process
s t i l l it works way better than whatever these env maps roblox are making
@ConvexRumbler if you don’t mind, could you clarify why objects such as Attachment
and Light
classes exist, then? Sorry if I’m missing something here.
I agree. Please if your going ahead with these env maps, at least add probes. Otherwise scrap the whole thing imo.
I know it seems like we are all being rude, and I apologise, but personally, it feels super irritating, to have staff keep denying crucial changes/ features.
The issue isn’t really with the staff; they’re just doing what they’re being told. At most, they could tell their supervisors about the situtation, or at least clear it up with them - which is what I am hoping for.
Then why don’t they make a tool that lets us bake maps at any position? That would be extremely helpful to be honest, since taking pictures of a perfectly seamless cubemap is near impossible right now for skyboxes.
Do you mean CubeMaps or LightMaps? Because you can’t bake a CubeMap into a texture.
Wait, you can’t bake cubemaps into textures? Damn, that sucks because I was wondering how certain games take their own seamless static skyboxes, and Clonetrooper’s half life showcase game must be a technique of sorts for his skybox images to be so seamless
Never could. Not in any game engine. CubeMaps are… well… cubes. They have depth and they warp depending on the position and rotation of the camera. You can’t bake a reflection on an object because then it would just be a texture. What Clonetrooper did for his reflections was just use skybox reflections and swap the skybox out whenever you moved into a new area.
I know he did that, but I wanted to know how he took such seamless skybox images. If you glitch out using Shiftlock to look outside of the walls, there aren’t any imperfections across the images which i find extremely hard to pull off
Pretty sure he just used the View Selector tool in Studio and corrected the images in an editing software because there are some imperfections but they’re not that obvious like these radial lines that seem to be on every corner of the skybox:
Or this discoloration:
Also, this random thing I discovered, he had to crank the exposure level SUUUUPPEEEERR high to make the reflections look good lol
The update is at an horrible state. Its too sudden, too slow, no developer input and doesn’t even look good, at all.
I agree to a lot with this, they either need to make Screen space reflections, which they’re already doing with water or just make us be able to make env maps ourselves
In all honesty, this update needs a lot of work and needs to be fixed. But the EnvMap GI works well in a few cases:
Keep in mind this only really works if locations have a matching/consistent color scheme. Also in the second to last photo, the blue on the walls is coming from a surface light I placed at the bottom of the pool, EnvMap GI could never do something like that.
bonus photo lol
At this point, this should be scrapped and replaced with screen space reflections. Considering screen space reflections are already on water, it would take at most a few hours to copy the code over.
Yeah, ENVMaps are Source engine-type stuff, Old and look so bad, while SSR is way better and actually simulates movement and the reflection doesn’t stay in one place when the object is moved.
Uh, actually EnvMaps are just CubeMaps, and if used correctly, are very beneficial. CubeMaps are use in AAA games, for Example; PS4 Spiderman, where they are used for building decoration.