Help For Making Tall Grass?

I am coming to an idea for my next map, but I want it to have something to do with grass hills. Obviously there are some grass textures but I want to make tall grass stick out of it. When using “prop_detail” to search for “Grass”, I get purple black textures (Missing Textures) on the models. Even if they would work, they would take ages to copy and paste over terrain. There is a custom “VBSP” file to make with a bunch of SDK coding but I tried making my own Detail_Prop with no luck afterword. I need a way to make long grass over displacements without a time consuming or difficult to follow process. I don’t care if it’s already in Hammer, as long as I get tall grass somehow.

Here’s my map’s grass VBSP file. Place it in your SDK’s root (Source SDK Base 2013 Singleplayer\ for me), and set the parameter to its name in Map Properties. I’m using EP2 DetailSprite file with it.


detail
{
	grass01
	{
		"density" "2000.0"

		Group1
		{
			"alpha" "1"
			GrassTurf01
			{
				"sprite" "240 270 115 105 512" 
				"spritesize" "0.5 0.0 35 34"
				"spriterandomscale" "0.25"
				"amount" "0.40"
				"detailOrientation" "2"
			}
			
			GrassTurf02
			{
				"sprite" "245 380 100 132 512" 
				"spritesize" "0.5 0.0 30 32"
				"spriterandomscale" "0.20"
				"amount" "0.35"
				"detailOrientation" "2"
			}
			
			DryGrassTurf01
			{
				"sprite" "240 0 110 138 512" 
				"spritesize" "0.5 0.0 20 21"
				"spriterandomscale" "0.40"
				"amount" "0.15"
				"detailOrientation" "2"
			}
			
			TallDryGrassTurf01
			{
				"sprite" "0 0 125 255 512" 
				"spritesize" "0.5 0.0 20 40"
				"spriterandomscale" "0.50"
				"amount" "0.10"
				"detailOrientation" "2"
			}
			
		}
        
		Group2
		{
			"alpha" "0.5"
			
		}
	}
}

Thank you! I’ll try this out with a test compile.

[editline]21st August 2014[/editline]

It does not seem to be working on my map.

You also need to use a material with $detailtype.~
Here’s an example .vmt I’m using.



WorldVertexTransition
{
	"$basetexture"	"tflippy/hideout/blend/forest_gravel_01"
	"$basetexture2"	"tflippy/castle/grass01"  	

	$surfaceprop mud
	$surfaceprop2 grass

	"$envmap" 	"env_cubemap"
	"$envmapmask" 	"tflippy/castle/grass01_spec2"

	"$envmapcontrast" 1
	"$envmapsaturation"1
	"$envmaptint" "[2.50 2.50 2.50]"

	"%detailtype" "grass01"

}


Ok I got it now thanks.