Jump to content

Archives

Forums

  1. Engine Discussion

    Discuss and give support for any game engines and engine specific tools

    3,404
    posts
  2. News

    Moderator-posting only forum of game design and industry specific news posts

    725
    posts
  3. Non-Professional Recruitment

    If it doesn't involve a salary or contract, it probably belongs here.

    3,506
    posts
  4. Official Bulletins

    MapCore information and announcements

    991
    posts
  5. Political Discussion

    This is the place set aside for various factions of politically minded people to explain to each other how wrong they are

    2,795
    posts
  6. Site Direction

    MapCore custodians only

    50
    posts
  7. Spotlight Gallery

    Browse the community's best work

    1,474
    posts
  8. Students and Beginners

    Help for beginners

    246
    posts
  • MapCore on Discord

  • Our picks

    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

      First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.


      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

      The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. 

      The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 

       

      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


       

       
  • Articles (view all)

×