Lawnmower233 Posted August 18, 2008 Report Share Posted August 18, 2008 You don't have to credit me in your mod for these. Just don't modify them in any way without my permission. Detail Props: To have these materials emit my custom Detail Sprites during compile, and not the default HL2 ones, you must edit two settings in Hammer. You must change these two settings for each map you wish to use my materials and their accompanying Detail Sprites in. In Hammer, navigate to Map -> Map Properties and then: Input detail\Rory_detailsprites into the Detail material file field.Input Rory_detail.vbsp into the Detail .vbsp file field. The Detail sprites will only emit when the materials are applied to Displacement Surfaces. Also take note that: Blends appended with "_A" don't emit Detail Sprites.Blends appended with "_B" emit Detail Sprites. Known Issues: Detail Sprites in Episode two are broken.Mud01 never emits sprites even in the _B blends. It's sprites have been turned off as Mud01 is a riverbed material and the reeds it emits will be clipped by any water plane, which is an undesirable effect. Downloads: EP1 engine Compatible Set OB engine Compatible Set Here's a video I put on youtube of me fighting antlions in a map using them: VIDEO Screenshots: Quote Link to comment Share on other sites More sharing options...
aaron_da_killa Posted August 18, 2008 Report Share Posted August 18, 2008 Wow, looks really cool, I wish I could texture well. The grass sprites kind of seem "overbright" and don't blend in that well with the ground. Quote Link to comment Share on other sites More sharing options...
Lawnmower233 Posted August 18, 2008 Author Report Share Posted August 18, 2008 Wow, looks really cool, I wish I could texture well. The grass sprites kind of seem "overbright" and don't blend in that well with the ground. What do you mean by "overbright"? Like they need to be darkened? Quote Link to comment Share on other sites More sharing options...
Pampers Posted August 18, 2008 Report Share Posted August 18, 2008 they should be darker near the bottom to create more contrast Quote Link to comment Share on other sites More sharing options...
Inveramsay Posted August 18, 2008 Report Share Posted August 18, 2008 +1 on the darker towards bottom. The red brick (?) looks out of place and too much TF2 Quote Link to comment Share on other sites More sharing options...
Sentura Posted August 18, 2008 Report Share Posted August 18, 2008 i dig the meadow grass, looks pretty good. the house is a different matter though.. Quote Link to comment Share on other sites More sharing options...
RavenGT Posted August 18, 2008 Report Share Posted August 18, 2008 The foilage' green is too different from the ground green. Add more of a yellow tint to the foilage, make it darker too and it should blend better. I like it so far. Quote Link to comment Share on other sites More sharing options...
Lawnmower233 Posted August 18, 2008 Author Report Share Posted August 18, 2008 Thank you guys for your critique. It really is appreciated. Whenever I ask anyone else they just say "It's fine" or "it's not right". It's great to get some proper criticism. I'll get right on changing it. Quote Link to comment Share on other sites More sharing options...
Jenn0_Bing Posted August 18, 2008 Report Share Posted August 18, 2008 The natural textures look quite good, but i agree with what has been said about the sprites so i wont bother repeating. As for the buildings textures, i cant really tell enough to give you some specific tips. But i will say they need the saturation dropping down quite a bit, especially the brick. I'd also say the bricks seem quite uniform in colour, try and vary the tone/ hue of the bricks slightly. Also try adding some lighter coloured motor in between the bricks, it all seems the same colour at the moment. Quote Link to comment Share on other sites More sharing options...
Lawnmower233 Posted August 20, 2008 Author Report Share Posted August 20, 2008 I've decided to scrap the Detail Props for my materials. Not altogether but what I'm going to do is turn them from Detail Sprites to Detail Models. I'll get back to you guys when I'm done making the switch. Dunno when that will be but hopefully soon. Quote Link to comment Share on other sites More sharing options...
Nexus Posted August 21, 2008 Report Share Posted August 21, 2008 all you need now is beef cattles running around on the grass Quote Link to comment Share on other sites More sharing options...
Nexus Posted August 21, 2008 Report Share Posted August 21, 2008 The foilage' green is too different from the ground green. Add more of a yellow tint to the foilage, make it darker too and it should blend better. I like it so far. yes agreed on that Quote Link to comment Share on other sites More sharing options...
Lawnmower233 Posted September 24, 2008 Author Report Share Posted September 24, 2008 I've decided to release them. Check the opening post for details. Quote Link to comment Share on other sites More sharing options...
Lawnmower233 Posted September 26, 2008 Author Report Share Posted September 26, 2008 I've released a fixed version. There's now an EP1 set and an OB set. And now single-texture materials also emit detail props, not just the blends. There are still two problems though: 1: in EP2 the detail sprites are screwed up. I'm getting help from a Valve guy on the Steam forums about it. 2: Mud01 should be emitting reed sprites. But there is sadly a limitation in Source where sprites will be clipped by the water plane. So I have reeds turned off for Mud01 for the forseeable future. There's no point having reeds if Mud01 then can't be used near water. I envisioned it being used as a riverbed material first and foremost after all. Quote Link to comment Share on other sites More sharing options...
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