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detail.vbsp troubles

Discussion in Mapping Discussion started by Chris Jenkins, Mar 11, 2013

  1. Jan 14, 2013
    Posts
    hey guys Im having the toughest time with getting world sprites on my map.

    Im using the default CSS detail.vbsp (in the cstrike folder).
    Ive got both set in the map properties

    Detail.vbsp file "detail.vbsp"
    Detail material file "detail/detailsprites"

    I have my custom texture vmt and vtf file with

    "%detailtype" "desert_2weeds1shrud_01"

    This is the only detail that shows up within the detail.vbsp on my map. It does not even show up correctly either,. The others such as
    "prodgrasses"
    "compound_gravelgrass"
    etc.

    Do not show up.

    Any ideas on what to do?

    Attached Files:

  2. Nov 11, 2011
    Posts
    Can you actually post a part of your vbsp where you defined which sprites you want?
  3. Jan 14, 2013
    Posts
    Sure, I am using these two default ones that were already in the cstrike folder. I didn't make any changes to them.

    This is from the detail.vbsp

    The first one "prodgrasses" isnt working for me, while the second one "desert_2weeds1shrub_01" is producing what you seen in the screenshot

    I've also attached the vmt and vtf files that it is drawing the artwork from (or atleast thats how I understand it! :smile: )

    EDIT sorry the code thing came out weird
    Code:
    detail
    {
    prodgrasses
    {
    "density" "1000.0"
     
    Group1
    {
    "alpha" "1.0"
     
    Model1
    {
    "model" "models/props/de_prodigy/prodgrassa.mdl"
    "amount" "1"
    }
     
    }
     
    Group2
    {
    "alpha" "0.0"
     
    }
    }
     
     
    compound_gravelgrass
    {
    "density" "500.0"
     
    Group1
    {
     
    "alpha" "1.0"
    }
    Group2
    {
     
    "alpha" "0.75"
    }
    Group2a
    {
     
    "alpha" "0.35"
    Model1
    {
    "sprite" "0 0 128 128 512"
    "spritesize" "0.5 0.0 15 25"
    "spriterandomscale" "0.2"
    "amount" "0.7"
    "detailOrientation" "2"
    }
    }
    Group3
    {
     
    "alpha" "0.2"
    Model1
    {
    "sprite" "0 0 128 128 512"
    "spritesize" "0.5 0.0 20 35"
    "spriterandomscale" "0.2"
    "amount" "0.7"
    "detailOrientation" "2"
    }
    }
    Group4
    {
    "alpha" "0.0"
    Model1
    {
    "sprite" "0 0 128 128 512"
    "spritesize" "0.5 0.0 40 45"
    "spriterandomscale" "0.1"
    "amount" "0.6"
    "detailOrientation" "2"
    }
    }
    }
     
    desert_2weeds1shrub_01
    {
    "density" "500.0"
     
    Group1
    {
    "alpha" "1.0"
    }
    Group2
     
    {
    "alpha" "0.25"
    }
     
    Group2a
    {
    "alpha" "0.15"
     
    Model1
    {
    "sprite" "288 0 128 128 512"
    "spritesize" "0.5 0.0 15 25"
    "spriterandomscale" "0.2"
    "amount" "0.7"
    "detailOrientation" "2"
    }
    }
     
    Group3
    {
     
    "alpha" "0.1"
     
    Model1
    {
    "sprite" "288 0 128 128 512"
    "spritesize" "0.5 0.0 20 35"
    "spriterandomscale" "0.2"
    "amount" "0.6"
    "detailOrientation" "2"
    }
     
    "alpha" "0.1"
     
    Model2
    {
    "sprite" "144 144 128 128 512"
    "spritesize" "0.5 0.0 20 35"
    "spriterandomscale" "0.2"
    "amount" "0.6"
    "detailOrientation" "2"
    }
     
    }
     
    Group4
    {
    "alpha" "0.0"
     
    Model1
    {
    "sprite" "288 144 128 128 512"
    "spritesize" "0.5 0.0 40 45"
    "spriterandomscale" "0.1"
    "amount" "0.2"
    "detailOrientation" "2"
    }
    }
    }
    

    Attached Files:

  4. Nov 11, 2011
    Posts
    Seems alright to me. I won't get a chance to look at this in detail for a while because I have college and then work. If @JorisCeoen doesn't get back to you before me (or someone else), I will gladly fix your problem. And don't worry too much about sprites atm, just work on the map first. Details come last :razz:
    • Like Like x 1
    • Apr 9, 2012
      Posts
      You're using the default .vtf detailsprites texture with the not-default sprite settings... by this I mean everything from here on:

      Code:
      desert_2weeds1shrub_01
      {
      "density" "500.0"
       
      Group1
      {
      "alpha" "1.0"
      }
      Group2
       
      {
      "alpha" "0.25"
      }
       
      Group2a
      {
      "alpha" "0.15"
       
      Model1
      {
      "sprite" "288 0 128 128 512"
      "spritesize" "0.5 0.0 15 25"
      "spriterandomscale" "0.2"
      "amount" "0.7"
      "detailOrientation" "2"
      }
      }
       
      Group3
      {
       
      "alpha" "0.1"
       
      Model1
      {
      "sprite" "288 0 128 128 512"
      "spritesize" "0.5 0.0 20 35"
      "spriterandomscale" "0.2"
      "amount" "0.6"
      "detailOrientation" "2"
      }
       
      "alpha" "0.1"
       
      Model2
      {
      "sprite" "144 144 128 128 512"
      "spritesize" "0.5 0.0 20 35"
      "spriterandomscale" "0.2"
      "amount" "0.6"
      "detailOrientation" "2"
      }
       
      }
       
      Group4
      {
      "alpha" "0.0"
       
      Model1
      {
      "sprite" "288 144 128 128 512"
      "spritesize" "0.5 0.0 40 45"
      "spriterandomscale" "0.1"
      "amount" "0.2"
      "detailOrientation" "2"
      }
      What I mean is that I don't really understand why you would change any of the default detail .vbsp settings of the default vtf. Why not just use the groups that they already put in there...?
      If you change these settings from the default vbsp and the default valve material file for no apparant reason, then you change the correct settings to incorrect settings, causing your sprites to display the material coordinates at wrong points.

      Only change settings if you are using your own material file. Also I'm not sure if you actually do know how these settings work, because from the looks of it your sprites and vbsp are set-up in a way that look pretty unwary xD

      Also, not meaning offensivly, but trying to use the detail sprites so early in your map progression (unless everything else is already done?) is a wrong way to test detail sprites, because you actually only know which ones will fit after all the environmental design has been done...

      Anyways, if you'd like I could set up a proper .vbsp for that material file? Or you could try and build a detail material file (1024x1024) with your own sprite pictures onto it (make sure each of the sprites images you're using won't overlay into each other their Width and Height dimensions!) and send it to me so I can create a working vbsp for it.
      Post Merged, Mar 12, 2013
      EDIT: Just saw your ze_tremors thread, and it seems like you're using a desert themed map... by which I have to say none of the valve default detail sprites are any fitting. Use dead brush-sprite based images for your detail texture or any of the like, because living grass doesn't work in a desert xD
      • Informative Informative x 1
      • Jan 14, 2013
        Posts
        Thanks for the info, to my knowledge I didnt change anything in the file, I did get a pack of .vbsps from tophattwaffle site. I just looked and it turns out there was a detail.vbsp in there. That must be my problem! Ill try and put the default back in there and it should work


        Thanks!
      • Apr 9, 2012
        Posts
        Haha, that's exactly the problem because he's using different sprites with a different material file, so that should be the problem. Using the defaults will fix the problem, though to be honest I don't really know WHICH ones are the defaults because all .vbsp's I have been making are done from scratch, I never really liked the default Valve ones because they only fit for their own scenarios (pretty much like every map)
        • Informative Informative x 1
        • Jan 14, 2013
          Posts
          Thank you. I was really stumped! I suppose Ill eventually make one myself (like you said theres really no desert one and the valve ones dont fit every type of map.
        • Jan 14, 2013
          Posts
          Hey Joris I spent a bit more time on this today trying to learn more about the .vbsp construction. I found a useful page here that explains the syntax. https://developer.valvesoftware.com/wiki/Detail_Props#Shapes

          Still a bit confusing I have to say! Like you said hes using the different material (vtf) file

          "sprite" "0 0 128 128 512" (from the detail.vbsp)

          And looking at the vtf I see a sprite at 0 0 but its 256 width and 256 height

          Ive attached the vtf and vbsp . Not sure what happened with the tophattwaffle files because they are supposed to work together but dont match up, unless Im looking at it wrong.

          Would anyone kindly upload the actual defaul .vbsp and detailsprite.vtf for CSS ? Thanks!

          Attached Files: