The info_envbound is useful for outdoor areas that you can’t portal off. In Steedium Mines I placed one inside the mineshaft as that has shiny walls, the rest of the outside uses a general info_envmap with the hub and other major features in for window glass etc.
For the info_envmaps, in a nutshell it generates 6 screenshots (left,right,behind,in front,up and down) for what is seen from the point of view of the entity (note that this won’t try and use existing envmaps as it would end up in a kind of recursive mess :eek:). An info_envmap will work inside the portalled area its in unless overridden by an info_envbound.
Here’s the steel material I made for the map (also used in consite):
material textures/viotex/steel1
{
surfacetype "metal"
{
diffusemap textures/viotex/steel3.tga
bumpmap textures/viotex/steel1_local.tga
specularmap textures/viotex/steel2.tga
vertexcolor
}
{
maskcolor
map makealpha( textures/viotex/steel2.tga )
}
{
blend gl_dst_alpha, gl_one
maskalpha
program sfx/cubemap
red Parm0
green Parm1
blue Parm2
}
}
The ‘program sfx/cubemap’ section (with the red/green/blue after it) is the important bit here which tells the material to use the appropriate envmap depending on where the texture is used in the map.