For several days I am looking for detailed grass, which looks something like this screenshot from map by JLea:
[img]http://i162.photobucket.com/albums/t246/akfuttyseben/outdoorareas0023.jpg[/img]
I have seen this grass on several maps from different authors, but they were all WIP.
Nobody wants to share?
I'd actually like to know which map is it.
[QUOTE=Paravin;19250300]I'd actually like to know which map is it.[/QUOTE]
Me too! ^^
It's from his Source mod called [I]Ivan's Secrets[/I]. It's not released yet as the mod is still in development. Those detail sprites are custom made by him and unfortunatly, getting custom detail sprites to work in GMod is a pain in the ass (at least to me). As far as I know, JLea is the only one who has these detail sprites.
lol nah, they're just recoloured DODS ones
Seriously? I thought that this grass has been ported from S.T.A.L.K.E.R.
[QUOTE=Larry_G;19250513]getting custom detail sprites to work in GMod is a pain in the ass[/QUOTE]
Lol, In Gmod doesn't work only swap detail-sprites. (Which is moving by wind). Regular detail sprites works fine.
[QUOTE=Larry_G;19250513]getting custom detail sprites to work in GMod is a pain in the ass (at least to me).[/QUOTE]
[img]http://img63.imageshack.us/img63/500/ffflagrun0000.jpg[/img]
No they're not. All you have to do is make an entry in detail.vbsp telling what type of grass you want, the density, what alpha level they appear on, etc. It's not hard, just time consuming because you have to recompile the map every time you want to see an update.
[QUOTE=GiGaBiTe;19254168][img]http://img63.imageshack.us/img63/500/ffflagrun0000.jpg[/img]
No they're not. All you have to do is make an entry in detail.vbsp telling what type of grass you want, the density, what alpha level they appear on, etc. It's not hard, just time consuming because you have to recompile the map every time you want to see an update.[/QUOTE]
[QUOTE=Larry_G;19250513](at least to me)
[/QUOTE]
Bad reading.
So how exactly does gmod deal with the detail.vbsp from other mods? does it use or read them? Or is detail.vbsp read at compile time, and the sprites are generated then?
Compile time thing.
[QUOTE=Chrisknyfe;19284332]So how exactly does gmod deal with the detail.vbsp from other mods? does it use or read them? Or is detail.vbsp read at compile time, and the sprites are generated then?[/QUOTE]
Detail sprites are populated as part of the VBsp stage of compiling.
[QUOTE=GiGaBiTe;19254168][img]http://img63.imageshack.us/img63/500/ffflagrun0000.jpg[/img]
No they're not. All you have to do is make an entry in detail.vbsp telling what type of grass you want, the density, what alpha level they appear on, etc. It's not hard, just time consuming because you have to recompile the map every time you want to see an update.[/QUOTE]
By custom ones, I mean custom [B]sprites[/B]. You're just using the standard HL2 ones. There's nothing hard about adding some more lines in detail.vbsp.
[editline]01:11PM[/editline]
[QUOTE=JLea;19250553]lol nah, they're just recoloured DODS ones[/QUOTE]
You sneaky bastard. :v:
[QUOTE=Larry_G;19298050]By custom ones, I mean custom [B]sprites[/B]. You're just using the standard HL2 ones. There's nothing hard about adding some more lines in detail.vbsp.[/QUOTE]
:downs:
[QUOTE=Larry_G;19298050]There's nothing hard about adding some more lines in detail.vbsp[/QUOTE]
You answered your own question. The same way you add normal HL2 sprites to displacements can also be used to add custom ones.
[code]
detail
{
swamp_land_001
{
"density" "800.0"
Group1
{
"alpha" "1.0"
Model1
{
"model" "models/props_foliage/grass_swamp_001a.mdl"
"amount" "0.3"
}
Model2
{
"model" "models/props_foliage/grass_swamp_001b.mdl"
"amount" "0.3"
}
}
Group2
{
"alpha" "0.0"
Model1
{
"model" "models/props_foliage/Grass_tuft_003a.mdl"
"amount" "0.05"
}
Model2
{
"model" "models/props_foliage/Grass_tuft_004b.mdl"
"amount" "0.05"
}
}
}
}
[/code]
Change the models to something else, not that hard.
Why is there no detail.vbsp in the EP2 directory?
I created my own vbsp, although the sprites do not show up. All you need to do to the vmt is add "%detailtype" "blabla", right?
[QUOTE=bigdoggie;19324005]Why is there no detail.vbsp in the EP2 directory?
I created my own vbsp, although the sprites do not show up. All you need to do to the vmt is add "%detailtype" "blabla", right?[/QUOTE]
Extract it out of the ep2content.gcf and it will show up fine.
Alright, that did the trick, thanks :buddy:
well I did find a detailed sand texture :/
nature/blendrocksand08b
You need to use the texture application tool and use "paint alpha" to make it work.
I would upload a screenshot but I cant go in game right now because me video card messed up :/
nature/blendgrassdirt01
nature/blendgrassdirt02
nature/blendgrassdirt03
nature/blendgrassgrave1002
nature/blendgrassgrave1003
nature/blendgrassgrave101
nature/blendgrassmud01
nature/blendgrasspave01
nature/blendgrassmud02
nature/blenddirtdirt001b
nature/blenddirtgrave101
nature/blendgravleconc01
Here you go ^_^
All of the detail textures I could find.
Just use the texture application tool, open the displacment tab, select create (power of 4 is the best), select paint alpha :v:
[QUOTE=MrClean;19541696]
(power of 4 is the best):[/QUOTE]
Look out for power of 4... They can cause problems in the OB engine.
[QUOTE=benjojo;19551652]Look out for power of 4... They can cause problems in the OB engine.[/QUOTE]
Not just power 4, anything that causes a high vertex density can crash the engine. Try taking a power 3 displacement and moving all the points really really close together, it causes the same problem.
[QUOTE=metallics;19552446]Not just power 4, anything that causes a high vertex density can crash the engine. Try taking a power 3 displacement and moving all the points really really close together, it causes the same problem.[/QUOTE]
Hasn't done that for me. I've made really large power 4 displacements which crash my game when I stand on them, but really small power 3 displacements which don't.
[QUOTE=Smashmaster;19568798]Hasn't done that for me. I've made really large power 4 displacements which crash my game when I stand on them, but really small power 3 displacements which don't.[/QUOTE]
You have to try really hard to mess it up enough to get it to happen, but it does it seems. I don't think it's to do with standing on it, I think just rendering it causes the crash.
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