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"3D" grass issues, not showing in game

Discussion in Mapping Discussion started by Tony the Tiger!! :D, Jun 18, 2013

  1. Feb 27, 2012
    Posts
    Okay, so before the dreaded Steampipe update, i had a nice setting for 3D grass in the detail.vbsp file and some custom files along with it. When the steampipe update rolled out, it fucked everything up. It threw in every kind of bush and grass you could think of, so i had to take everything out of my detail.vbsp file so i could see anything. So a few days ago, i asked @GiGaBiTe how to fix it and he guided me in the right direction. I had actually found my old files after i fixed everything manually (go figure -_-) but with either the manually change or the custom files that i had found in a prefab, they still do not want to show up AT ALL in game. In hammer the grass shows up, but whenever i render it remains absent.

    How it looks in hammer:
    [IMG]

    How it looks in game:
    [IMG]

    It's getting on my nerves trying to figure it out. Anybody have any ideas?
  2. Mar 26, 2009
    Posts
    The first thing you should do is "mat_texture_list 1" in the console. Click the "show all textures" button at the top of the window and see if you can find your grass sprite textures in the list. If the texture is highlighted in red or is missing, it indicates the engine can't find the grass texture.

    If the engine can't find the texture then you need to put the missing textures in the correct directory.

    To debug the grass, you can try using a stock texture/model that you know will work in detail.vbsp
  3. Apr 9, 2012
    Posts
    Make sure that in the worldspawn options of Hammer, you set the detail.vbsp to the correct material file instead of the default one... (because mine do work)
  4. Feb 27, 2012
    Posts
    Okay, sorry for going so long without a reply. But here is all the info for the files.

    grass5.vmt
    Code:
    "WorldVertexTransition"
    {
    					"$basetexture" "rock05/grass5"
    					"$basetexture2" "rock05/rock5"
    				   "$bumpmap" "rock05/grass_normal"
    				   "$bumpmap2" "rock05/rock_normal"
    				   "$detail" "detail/dt_grass1"
    				   "$detail2" "detail/dt_stone4" //?
    				   "$detailscale" "2"
    				   "$surfaceprop" "grass"
    				   "$surfaceprop2" "Rock"
    				   "$envmap" "env_cubemap"
    				   "$envmaptint" "[ 0 0 0]"
    				   "%detailtype" "n_grass_dense2"
    				  "%keywords" "Jungle" 
    }
     
    
    detail.vbsp
    Code:
    detail
    {
     
     
     
    n_grass_dense
    {
    "density" "1200.0"
    "sway" "1"
     
    Group1
    {
    "alpha" "1.0"
    }
    Group2
    {
    "alpha" "0.9"
    }
     
     
    Group3
    {
    "alpha" "0.0"
     
     
     
    Model1 //main grass
    {
    "sprite_shape" "tri"
    "sprite" "768 512 256 256 1024"
    "spritesize" "0.5 0.0 50 50"
    "spriterandomscale" "0.2"
    "amount" "0.4"
    "detailOrientation" "2"
    "shape_angle" "25" 
    "shape_size" "0.025" 
    "sway" "1.0"
    }
     
    Model2 //thick grass
    {
    "sprite_shape" "tri"
    "sprite" "0 256 256 256 1024"
    "spritesize" "0.5 0.0 35 35"
    "spriterandomscale" "0.4"
    "amount" "0.25"
    "detailOrientation" "2"
    "shape_angle" "10"
    "shape_size" "0.035"
    "sway" "1.0"
    }
     
    Model3 //small grass
    {
    "sprite_shape" "tri"
    "sprite" "768 512 256 256 1024"
    "spritesize" "0.5 0.0 25 25"
    "spriterandomscale" "0.2"
    "amount" "0.25"
    "detailOrientation" "2"
    "shape_angle" "25" 
    "shape_size" "0.025" 
    "sway" "1.0"
    }
     
    Model4 //light green weed
    {
    "sprite_shape" "tri"
    "sprite" "512 768 256 256 1024"
    "spritesize" "0.5 0.0 15 40"
    "spriterandomscale" "0.4"
    "amount" "0.1"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.035"
    "sway" "1.0"
    }
    									   
    Model5 //huge bushtree2
    {
    "sprite_shape" "tri"
    "sprite" "0 768 512 256 1024"
    "spritesize" "0.5 0.0 80 50"
    "spriterandomscale" "0.2"
    "amount" "0.4"
    "detailOrientation" "2"
    "shape_angle" "15"
    "shape_size" "0.025"
    "sway" "0.5"
    "upright"	"0"
    }
    						
    Model6 //noob
    {
    "sprite_shape" "tri"
    "sprite" "768 768 256 256 1024"
    "spritesize" "0.5 0.0 30 35"
    "spriterandomscale" "0.2"
    "amount" "0.015"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.03"
    "sway" "0.1"
    "upright"	"0"
    }
     
     
     
    }
    }
     
    n_grass_dense2
    {
    "density" "1200.0"
    "sway" "1"
     
    Group1
    {
    "alpha" "1.0"
    }
    Group2
    {
    "alpha" "0.9"
    }
     
     
    Group3
    {
    "alpha" "0.0"
     
     
     
    Model1 //main grass
    {
    "sprite_shape" "tri"
    "sprite" "768 512 256 256 1024"
    "spritesize" "0.5 0.0 50 50"
    "spriterandomscale" "0.2"
    "amount" "0.4"
    "detailOrientation" "2"
    "shape_angle" "25" 
    "shape_size" "0.025" 
    "sway" "1.0"
    }
     
    Model2 //thick grass
    {
    "sprite_shape" "tri"
    "sprite" "0 256 256 256 1024"
    "spritesize" "0.5 0.0 35 35"
    "spriterandomscale" "0.4"
    "amount" "0.25"
    "detailOrientation" "2"
    "shape_angle" "10"
    "shape_size" "0.035"
    "sway" "1.0"
    }
     
    Model3 //small grass
    {
    "sprite_shape" "tri"
    "sprite" "768 512 256 256 1024"
    "spritesize" "0.5 0.0 25 25"
    "spriterandomscale" "0.2"
    "amount" "0.25"
    "detailOrientation" "2"
    "shape_angle" "25" 
    "shape_size" "0.025" 
    "sway" "1.0"
    }
     
    Model4 //light green weed
    {
    "sprite_shape" "tri"
    "sprite" "512 768 256 256 1024"
    "spritesize" "0.5 0.0 15 40"
    "spriterandomscale" "0.4"
    "amount" "0.1"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.035"
    "sway" "1.0"
    }
    						
    						Model5 //noob
    {
    "sprite_shape" "tri"
    "sprite" "768 768 256 256 1024"
    "spritesize" "0.5 0.0 30 35"
    "spriterandomscale" "0.2"
    "amount" "0.015"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.035"
    "sway" "1.0"
    						}			   
     
     
    }
    }
     
    n_grass_sparse
    {
    "density" "350.0"
     
    Group1
    {
    "alpha" "1.0"
    }
    Group2
    {
    "alpha" "0.9"
    }
     
     
    Group3
    {
    "alpha" "0.0"
     
     
     
    Model1 //main grass
    {
    "sprite_shape" "tri"
    "sprite" "768 512 256 256 1024"
    "spritesize" "0.5 0.0 40 40"
    "spriterandomscale" "0.2"
    "amount" "0.5"
    "detailOrientation" "0"
    "shape_angle" "25" 
    "shape_size" "0.025" 
    "sway" "0.5"
    }
     
    Model2 //thick grass
    {
    "sprite_shape" "tri"
    "sprite" "0 256 256 256 1024"
    "spritesize" "0.5 0.0 25 25"
    "spriterandomscale" "0.4"
    "amount" "0.25"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.035"
    "sway" "0.5"
    }
     
    Model3 //small grass
    {
    "sprite_shape" "tri"
    "sprite" "768 512 256 256 1024"
    "spritesize" "0.5 0.0 15 15"
    "spriterandomscale" "0.2"
    "amount" "0.25"
    "detailOrientation" "0"
    "shape_angle" "25" 
    "shape_size" "0.025" 
    "sway" "0.5"
    }
     
    }
    }
     
    n_grass_sparse2
    {
    "density" "200.0"
     
    Group1
    {
    "alpha" "0.0"
    }
    Group2
    {
    "alpha" "0.5"
    }
     
     
    Group3
    {
    "alpha" "1.0"
     
     
     
    Model1 //main grass
    {
    "sprite_shape" "tri"
    "sprite" "768 512 256 256 1024"
    "spritesize" "0.5 0.0 40 40"
    "spriterandomscale" "0.2"
    "amount" "0.5"
    "detailOrientation" "0"
    "shape_angle" "25" 
    "shape_size" "0.025" 
    "sway" "0.5"
    }
     
    Model2 //thick grass
    {
    "sprite_shape" "tri"
    "sprite" "0 256 256 256 1024"
    "spritesize" "0.5 0.0 25 25"
    "spriterandomscale" "0.4"
    "amount" "0.25"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.035"
    "sway" "0.5"
    }
     
    Model3 //small grass
    {
    "sprite_shape" "tri"
    "sprite" "768 512 256 256 1024"
    "spritesize" "0.5 0.0 15 15"
    "spriterandomscale" "0.2"
    "amount" "0.25"
    "detailOrientation" "0"
    "shape_angle" "25" 
    "shape_size" "0.025" 
    "sway" "0.5"
    }
    						
    						Model5 //huge bushtree2
    {
    "sprite_shape" "tri"
    "sprite" "0 768 512 256 1024"
    "spritesize" "0.5 0.0 60 80"
    "spriterandomscale" "0.2"
    "amount" "0.4"
    "detailOrientation" "2"
    "shape_angle" "15"
    "shape_size" "0.025"
    "sway" "0.5"
    "upright"	"0"
    }
     
    				}
    }
     
    ntrees01
    {
    "density" "400.0" //how often they appear inside material
     
    Group1
    {
    "alpha" "1.0"
    }
    Group2
    {
    "alpha" "0.5"
    }
    Group3
    {
    "alpha" "0.0"
     
    Model1 //huge bushtree
    {
    "sprite_shape" "tri"
    "sprite" "0 768 256 256 1024"
    "spritesize" "0.5 0.0 40 50"
    "spriterandomscale" "0.3"
    "amount" "0.015"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.035"
    "sway" "0.1"
    "upright"	"0"
    }
     
     
    Model2 //tall thin tree
    {
    "sprite_shape" "tri"
    "sprite" "249 0 290 288 1024"
    "spritesize" "0.5 0.0 00 00"
    "spriterandomscale" "0.2"
    "amount" "0.015"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.02"
    "sway" "0.1"
    "upright"	"0"
    }
     
     
    Model3 //tall thin tree 2
    {
    "sprite_shape" "tri"
    "sprite" "249 0 290 288 1024"
    "spritesize" "0.5 0.0 00 00"
    "spriterandomscale" "0.2"
    "amount" "0.015"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.01"
    "sway" "0.1"
    "upright"	"0"
    }
     
     
    Model4 //large oak
    {
    "sprite_shape" "tri"
    "sprite" "768 768 256 256 1024"
    "spritesize" "0.5 0.0 30 35"
    "spriterandomscale" "0.2"
    "amount" "0.015"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.03"
    "sway" "0.1"
    "upright"	"0"
    }
     
    Model5 //large oak2
    {
    "sprite_shape" "tri"
    "sprite" "768 768 256 256 1024"
    "spritesize" "0.5 0.0 30 40"
    "spriterandomscale" "0.2"
    "amount" "0.015"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.05"
    "sway" "0.1"
    "upright"	"0"
    }
     
    Model6 //large oak3
    {
    "sprite_shape" "tri"
    "sprite" "768 768 256 256 1024"
    "spritesize" "0.5 0.0 30 35"
    "spriterandomscale" "0.2"
    "amount" "0.015"
    "detailOrientation" "0"
    "shape_angle" "10"
    "shape_size" "0.03"
    "sway" "0.1"
    "upright"	"0"
    }
     
     
    Model9 //huge bushtree2
    {
    "sprite_shape" "tri"
    "sprite" "0 768 512 256 1024"
    "spritesize" "0.5 0.0 50 50"
    "spriterandomscale" "0.2"
    "amount" "0.4"
    "detailOrientation" "2"
    "shape_angle" "15"
    "shape_size" "0.025"
    "sway" "0.5"
    "upright"	"0"
    }
     
    }
    }
    }
    detailsprites.vmt
    Code:
    "UnlitGeneric"
    {
    // "$translucent" 1
    "$alphatest" "1"
    "$basetexture" "detail/detailsprites"
    "$nocull" 1
    "$vertexcolor" 1
    "$vertexalpha" 1
    }
    
    Console Log:
    Code:
    CSoundEmitterSystem:  Registered 840 sounds
    CResponseSystem:  scripts\talker\response_rules.txt (15 rules, 76 criteria, and 16 responses)
    maxplayers set to 32
    Heap: 256.00 Mb
    Steam config directory: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\platform\config
    Parsed 362 text messages
    CClientSteamContext logged on = 1
    Parent cvar in server.dll not allowed (steamworks_sessionid_client)
    Hud element 'CHudVote' doesn't have an entry 'CHudVote' in scripts/HudLayout.res
    Unknown read error 38
    [Cloud]: SUCCEESS retrieved cfg/config.cfg from remote storage into cfg/config.cfg
    execing config.cfg
    Unknown command "cl_thirdperson"
    cc_lang = 
    Unknown command "weapon_accuracy_logging"
    Unknown command "weapon_accuracy_model"
    Not playing a local game.
    [Cloud]: SUCCEESS retrieved materials/vgui/logos/spray.vtf from remote storage into materials/vgui/logos/spray.vtf
    [Cloud]: SUCCEESS retrieved materials/vgui/logos/spray.vmt from remote storage into materials/vgui/logos/spray.vmt
    Sound Initialization: Start
    DS:headphone configuration detected
    Set primary sound buffer format: yes
    Using secondary sound buffer
       2 channel(s)
       16 bits/sample
       44100 samples/sec
    DirectSound initialized
    Sound Initialization: Finish, Sampling Rate: 44100
    4 CPUs, Frequency: 2.7 Ghz,  Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
    Steamworks Stats: No stats collection because steamworks_stats_disable is set to 1.
    execing valve.rc
    ---- Host_NewGame ----
    execing game.cfg
    Network: IP 192.168.1.128, mode MP, dedicated No, ports 27015 SV / 27005 CL
    Spawn Server: test
    env_cubemap used on world geometry without rebuilding map. . ignoring: rock05/grass5
    env_cubemap used on world geometry without rebuilding map. . ignoring: maps/test/rock05/grass5_wvt_patch
    'skill3.cfg' not present; not executing.
    Using map cycle file 'mapcycle.txt'.  ('cfg/mapcycle.txt' was not found.)
    Set Gravity 800.0 (0.250 tolerance)
    Steamworks Stats: No stats collection because steamworks_stats_disable is set to 1.
    PrecacheScriptSound 'Item.Materialize' failed, no such sound script entry
    Set motd from file 'motd.txt'.  ('cfg/motd.txt' was not found.)
    Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
    Created class baseline: 5 classes, 1897 bytes.
    32 player server started
    'listenserver.cfg' not present; not executing.
     0:Stopped sound *#ui\gamestartup1.mp3
    Compressing fragments (30123 -> 16439 bytes)
     
    Counter-Strike: Source
    Map: test
    Players: 1 / 32
    Build: 5308
    Server Number: 1
     
    The server is using sv_pure 0.  (Enforcing consistency for select files only)
    Preloading model models\Gibs\wood_gib01e.mdl
    Preloading model models\Gibs\wood_gib01d.mdl
    Preloading model models\Gibs\wood_gib01c.mdl
    Preloading model models\Gibs\wood_gib01b.mdl
    Preloading model models\Gibs\wood_gib01a.mdl
    Preloading model models\Gibs\Glass_shard01.mdl
    Preloading model models\Gibs\Glass_shard02.mdl
    Preloading model models\Gibs\Glass_shard03.mdl
    Preloading model models\Gibs\Glass_shard04.mdl
    Preloading model models\Gibs\Glass_shard05.mdl
    Preloading model models\Gibs\Glass_shard06.mdl
    Preloading model models\props_debris\concrete_chunk08a.mdl
    Preloading model models\props_debris\concrete_chunk09a.mdl
    Preloading model models\props_debris\concrete_chunk03a.mdl
    Preloading model models\props_debris\concrete_chunk07a.mdl
    Preloading model models\props_debris\concrete_chunk02a.mdl
    Preloading model models\Gibs\metal_gib1.mdl
    Preloading model models\Gibs\metal_gib2.mdl
    Preloading model models\Gibs\metal_gib3.mdl
    Preloading model models\Gibs\metal_gib4.mdl
    Preloading model models\Gibs\metal_gib5.mdl
    Preloading model sprites/zerogxplode.vmt
    Preloading model sprites/steam1.vmt
    Preloading model sprites/bubble.vmt
    Preloading model sprites/laserbeam.vmt
    Preloading model effects/bubble.vmt
    Preloading model models/weapons/w_bullet.mdl
    Preloading model cable/cable.vmt
    Preloading model cable/cable_lit.vmt
    Preloading model cable/chain.vmt
    Preloading model cable/rope.vmt
    Preloading model sprites/blueglow1.vmt
    Preloading model sprites/purpleglow1.vmt
    Preloading model sprites/purplelaser1.vmt
    Preloading model sprites/white.vmt
    Preloading model sprites/physbeam.vmt
    Preloading model sprites/gunsmoke.vmt
    Preloading model models/gibs/hgibs.mdl
    Preloading model sprites/radio.vmt
    Preloading model models/humans/group01/female_01.mdl
    Preloading model models/weapons/v_shot_xm1014.mdl
    Preloading model models/weapons/w_shot_xm1014.mdl
    Preloading model models/weapons/v_pist_usp.mdl
    Preloading model models/weapons/w_pist_usp.mdl
    Preloading model models/weapons/w_pist_usp_silencer.mdl
    Preloading model models/weapons/v_smg_ump45.mdl
    Preloading model models/weapons/w_smg_ump45.mdl
    Preloading model models/weapons/v_smg_tmp.mdl
    Preloading model models/weapons/w_smg_tmp.mdl
    Preloading model models/weapons/v_eq_smokegrenade.mdl
    Preloading model models/weapons/w_eq_smokegrenade.mdl
    Preloading model models/weapons/v_rif_sg552.mdl
    Preloading model models/weapons/w_rif_sg552.mdl
    Preloading model models/weapons/v_snip_sg550.mdl
    Preloading model models/weapons/w_snip_sg550.mdl
    Preloading model models/weapons/v_snip_scout.mdl
    Preloading model models/weapons/w_snip_scout.mdl
    Preloading model models/weapons/v_smg_p90.mdl
    Preloading model models/weapons/w_smg_p90.mdl
    Preloading model models/weapons/v_pist_p228.mdl
    Preloading model models/weapons/w_pist_p228.mdl
    Preloading model models/weapons/v_smg_mp5.mdl
    Preloading model models/weapons/w_smg_mp5.mdl
    Preloading model models/weapons/v_smg_mac10.mdl
    Preloading model models/weapons/w_smg_mac10.mdl
    Preloading model models/weapons/v_rif_m4a1.mdl
    Preloading model models/weapons/w_rif_m4a1.mdl
    Preloading model models/weapons/w_rif_m4a1_silencer.mdl
    Preloading model models/weapons/v_shot_m3super90.mdl
    Preloading model models/weapons/w_shot_m3super90.mdl
    Preloading model models/weapons/v_mach_m249para.mdl
    Preloading model models/weapons/w_mach_m249para.mdl
    Preloading model models/weapons/v_knife_t.mdl
    Preloading model models/weapons/w_knife_t.mdl
    Preloading model models/weapons/v_eq_fraggrenade.mdl
    Preloading model models/weapons/w_eq_fraggrenade.mdl
    Preloading model models/weapons/v_pist_glock18.mdl
    Preloading model models/weapons/w_pist_glock18.mdl
    Preloading model models/weapons/v_rif_galil.mdl
    Preloading model models/weapons/w_rif_galil.mdl
    Preloading model models/weapons/v_snip_g3sg1.mdl
    Preloading model models/weapons/w_snip_g3sg1.mdl
    Preloading model models/weapons/v_eq_flashbang.mdl
    Preloading model models/weapons/w_eq_flashbang.mdl
    Preloading model models/weapons/v_pist_fiveseven.mdl
    Preloading model models/weapons/w_pist_fiveseven.mdl
    Preloading model models/weapons/v_rif_famas.mdl
    Preloading model models/weapons/w_rif_famas.mdl
    Preloading model models/weapons/v_pist_elite.mdl
    Preloading model models/weapons/w_pist_elite.mdl
    Preloading model models/weapons/w_eq_eholster_elite.mdl
    Preloading model models/weapons/w_eq_eholster.mdl
    Preloading model models/weapons/w_pist_elite_single.mdl
    Preloading model models/weapons/w_pist_elite_dropped.mdl
    Preloading model models/weapons/v_pist_deagle.mdl
    Preloading model models/weapons/w_pist_deagle.mdl
    Preloading model models/weapons/v_c4.mdl
    Preloading model models/weapons/w_c4.mdl
    Preloading model sprites/ledglow.vmt
    Preloading model models/weapons/w_c4_planted.mdl
    Preloading model models/weapons/v_snip_awp.mdl
    Preloading model models/weapons/w_snip_awp.mdl
    Preloading model models/weapons/v_rif_aug.mdl
    Preloading model models/weapons/w_rif_aug.mdl
    Preloading model models/weapons/v_rif_ak47.mdl
    Preloading model models/weapons/w_rif_ak47.mdl
    Preloading model models/Weapons/w_eq_smokegrenade_thrown.mdl
    Preloading model models/weapons/w_defuser.mdl
    Preloading model models/items/cs_gift.mdl
    Preloading model models/Weapons/w_eq_fraggrenade_thrown.mdl
    Preloading model models/Weapons/w_eq_flashbang_thrown.mdl
    Preloading model models/player/ct_urban.mdl
    Preloading model models/player/ct_gsg9.mdl
    Preloading model models/player/ct_sas.mdl
    Preloading model models/player/ct_gign.mdl
    Preloading model models/player/t_phoenix.mdl
    Preloading model models/player/t_leet.mdl
    Preloading model models/player/t_arctic.mdl
    Preloading model models/player/t_guerilla.mdl
    Preloading model sprites/glow01.vmt
    Initializing renderer...
    Couldn't find customization file 'sound/player/jingle.wav'.
    Compressing fragments (4607 -> 4072 bytes)
    Error! CMapOverview::SetMap: couldn't load file resource/overviews/test.txt.
    Loading 'autobuy.txt'  ('cfg/autobuy.txt' was not found.)
    Loading 'rebuy.txt'  ('cfg/rebuy.txt' was not found.)
    Sending full update to Client [pF] [=D] Tony The Tiger!! :D
    Compressing fragments (1844 -> 912 bytes)
    [pF] [=D] Tony The Tiger!! :D connected.
    Set Gravity 800.0 (0.250 tolerance)
    Signon traffic "CLIENT":  incoming 22.565 KB, outgoing 2.111 KB
    Queued Material System: ENABLED!
    Compact freed 417792 bytes
    Redownloading all lightmaps
    R_RedownloadAllLightmaps took 1.370 msec!
    "[pF] [=D] Tony The Tiger!! :D<2><STEAM_0:1:7271192><>" STEAM USERID validated
    Achievements disabled: cheats turned on in this app session.
    Game will not start until both teams have players.
    Scoring will not start until both teams have players
    
    And finally, the compile log:
    Code:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "f:\users\p0p3y3z\documents\mapping\map files\test"
     
    Valve Software - vbsp.exe (May 20 2013)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
    Loading f:\users\p0p3y3z\documents\mapping\map files\test.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
    Patching WVT material: maps/test/rock05/grass5_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing f:\users\p0p3y3z\documents\mapping\map files\test.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (60246 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material ROCK05/GRASS5 uses unknown detail object type n_grass_dense2!
    .10
    Compacting texture/material tables...
    Reduced 10 texinfos to 5
    Reduced 5 texdatas to 4 (144 bytes to 91)
    Writing f:\users\p0p3y3z\documents\mapping\map files\test.bsp
    0 seconds elapsed
     
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
    ** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "f:\users\p0p3y3z\documents\mapping\map files\test"
     
    Valve Software - vvis.exe (May 20 2013)
    fastvis = true
    4 threads
    reading f:\users\p0p3y3z\documents\mapping\map files\test.bsp
    reading f:\users\p0p3y3z\documents\mapping\map files\test.prt
       4 portalclusters
       4 numportals
    BasePortalVis:	   0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 16
    Average clusters visible: 4
    Building PAS...
    Average clusters audible: 4
    visdatasize:44  compressed from 64
    writing f:\users\p0p3y3z\documents\mapping\map files\test.bsp
    0 seconds elapsed
     
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
    ** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "f:\users\p0p3y3z\documents\mapping\map files\test"
     
    Valve Software - vrad.exe SSE (May 20 2013)
     
    	  Valve Radiosity Simulator	 
    4 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
     
    Loading f:\users\p0p3y3z\documents\mapping\map files\test.bsp
    Setting up ray-trace acceleration structure... Done (0.01 seconds)
    21 faces
    11776 square feet [1695744.00 square inches]
    1 Displacements
    3840 Square Feet [552960.56 Square Inches]
    21 patches before subdivision
    1115 patches after subdivision
    sun extent from map=0.000000
    2 direct lights
    BuildFacelights:	 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs:	   0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 24445, max 144
    transfer lists:   0.2 megs
    GatherLight:		 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(1221, 956, 296)
    GatherLight:		 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(63, 31, 6)
    Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
    FinalLightFace:	  0...1...2...3...4...5...6...7...8...9...10 (0)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Writing leaf ambient...done
    Ready to Finish
     
    Object names	   Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------	   ---------------  ---------------  -------- 
    models				   1/1024		   48/49152	( 0.1%) 
    brushes				  6/8192		   72/98304	( 0.1%) 
    brushsides			  36/65536		 288/524288   ( 0.1%) 
    planes				  42/65536		 840/1310720  ( 0.1%) 
    vertexes				44/65536		 528/786432   ( 0.1%) 
    nodes				   27/65536		 864/2097152  ( 0.0%) 
    texinfos				 5/12288		 360/884736   ( 0.0%) 
    texdata				  4/2048		  128/65536	( 0.2%) 
    dispinfos				1/0			 176/0		( 0.0%) 
    disp_verts			 289/0			5780/0		( 0.0%) 
    disp_tris			  512/0			1024/0		( 0.0%) 
    disp_lmsamples	   10605/0		   10605/0		( 0.0%) 
    faces				   21/65536		1176/3670016  ( 0.0%) 
    hdr faces				0/65536		   0/3670016  ( 0.0%) 
    origfaces				7/65536		 392/3670016  ( 0.0%) 
    leaves				  29/65536		 928/2097152  ( 0.0%) 
    leaffaces			   20/65536		  40/131072   ( 0.0%) 
    leafbrushes			 16/65536		  32/131072   ( 0.0%) 
    areas					2/256			16/2048	 ( 0.8%) 
    surfedges			  114/512000		456/2048000  ( 0.0%) 
    edges				   74/256000		296/1024000  ( 0.0%) 
    LDR worldlights		  2/8192		  176/720896   ( 0.0%) 
    HDR worldlights		  0/8192			0/720896   ( 0.0%) 
    leafwaterdata			0/32768		   0/393216   ( 0.0%) 
    waterstrips			  0/32768		   0/327680   ( 0.0%) 
    waterverts			   0/65536		   0/786432   ( 0.0%) 
    waterindices			 0/65536		   0/131072   ( 0.0%) 
    cubemapsamples		   0/1024			0/16384	( 0.0%) 
    overlays				 0/512			 0/180224   ( 0.0%) 
    LDR lightdata		 [variable]	   86572/0		( 0.0%) 
    HDR lightdata		 [variable]		   0/0		( 0.0%) 
    visdata			   [variable]		  44/16777216 ( 0.0%) 
    entdata			   [variable]		 718/393216   ( 0.2%) 
    LDR ambient table	   29/65536		 116/262144   ( 0.0%) 
    HDR ambient table	   29/65536		 116/262144   ( 0.0%) 
    LDR leaf ambient		64/65536		1792/1835008  ( 0.1%) 
    HDR leaf ambient		29/65536		 812/1835008  ( 0.0%) 
    occluders				0/0			   0/0		( 0.0%) 
    occluder polygons		0/0			   0/0		( 0.0%) 
    occluder vert ind		0/0			   0/0		( 0.0%) 
    detail props		  [variable]		   1/12	   ( 8.3%) 
    static props		  [variable]		   1/12	   ( 8.3%) 
    pakfile			   [variable]	  106141/0		( 0.0%) 
    physics			   [variable]	   60246/4194304  ( 1.4%) 
    physics terrain	   [variable]		   0/1048576  ( 0.0%) 
     
    Level flags = 0
     
    Total triangle count: 44
    Writing f:\users\p0p3y3z\documents\mapping\map files\test.bsp
    0 seconds elapsed
     
    ** Executing...
    ** Command: Copy File
    ** Parameters: "f:\users\p0p3y3z\documents\mapping\map files\test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\test.bsp"
     
     
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe"
    ** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" +map "test"
    
    I tried what you said @GiGaBiTe , but i don't even know exactly what my grass sprite texture is. I think this is it though.
    [IMG]

    And @JorisCeoen i have the custom one in place of the default one (i have the default one backed up elsewhere)
    [IMG]
  5. Apr 9, 2012
    Posts
    This should in any case be fixed. I do not receive any errors from my materials for detail props.

    On another note, I always discourage people from using power of 4 displacements (not related to your detail props) because they eat up faces and displacement useability, as well as past maps had crash issues solely related to power of 4 displacements. The power of 3 is much better, and sometimes if 2 doesn't even deforms their visual appearance, you should use power of 2 if appropriate. Just a suggestions, it's up to you if you decide to do it.

    If you do so, select all power of 4 displacements,turn it down to 3 and apply, then sew because they will detach a little bit. Tweak and done
    • Wizard! Wizard! x 1
    • Feb 27, 2012
      Posts

      I prefer my map, that is not the test one in the picture, to use power 4 because they have a much more detail to them, and it looks nice that way, if it's something small, i just do power 2 or 3, but the entire terrain is a displacement.

      And i completely missed that error. I'll have to look into why it's giving that error then. Thank you Joris!
    • Mar 26, 2009
      Posts
      Instead of one large displacement, use several smaller ones to maintain the same vertex solution.
      • Useful Useful x 1
      • Apr 9, 2012
        Posts
        Sorry for necroing this thread, but I found to solution and will post it here for those who may still not:

        In order to have your Grass sprites show up on the materials, make sure you name your detail material as the default one (to make it appear in hammer as your actual texture and not the default) but also make sure to copy detail.vbsp to your custom/my_custom_content/ folder!

        Congratulations your sprites work and are shown in-game