Serialmapper Posted April 8, 2018 Report Share Posted April 8, 2018 (edited) Long story short: Since CSGO has a detail.vbsp file by default and has nice default detailesprites, I would like to use them on my custom blend materials. However from some unknown reason they don't work. Does anyone know how to make them work? the vmt i use is: "WorldVertexTransition" { "$baseTexture" "nature/hr_c/hr_grass_001_color" "$bumpmap" "grass/hr_grass/grass_a_normals" "$blendmodulatetexture" "nature/hr_c/hr_grass_001_blend" "$baseTexture2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_color" "$bumpmap2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_normal" $NEWLAYERBLENDING 1 $BLENDSOFTNESS 0.2 $LAYERBORDERSTRENGTH 0.3 $LAYERBORDEROFFSET 0 $LAYERBORDERSOFTNESS 0.2 $LAYERBORDERTINT "{94 68 47}" "$surfaceprop" "grass" "$surfaceprop2" "gravel" "%detailtype" "detailsprites_house" "%keywords" "ground,dirt,blend" } the map properties are: the default detailsprites are: Edited April 8, 2018 by Serialmapper Quote Link to comment Share on other sites More sharing options...
Serialmapper Posted April 10, 2018 Report Share Posted April 10, 2018 bump Quote Link to comment Share on other sites More sharing options...
zombi Posted April 10, 2018 Report Share Posted April 10, 2018 Make sure you have detail.vbsp in your game folder. Valve removed it long time ago for no reason. If you don't have, you can download it from TopHattWaffle website - https://www.tophattwaffle.com/downloads/detail-vbsp-pack/ Quote Link to comment Share on other sites More sharing options...
Serialmapper Posted April 11, 2018 Report Share Posted April 11, 2018 The default detail.vbsp file is located in the csgo folder, it hasn't been removed at all. I tried to use the ones from l4d2 provided in your link, but they don't work either. In CS:S they work and older versions of source engine, but in CSGO apparently they don't, and i want to find out why. Quote Link to comment Share on other sites More sharing options...
Vilham Posted June 5, 2018 Report Share Posted June 5, 2018 Hey a bit of a necro but the first post in the thread now auto embeds stuff which totally breaks everything. Quote Link to comment Share on other sites More sharing options...
'RZL Posted June 7, 2018 Report Share Posted June 7, 2018 On 6/5/2018 at 3:26 PM, Vilham said: Hey a bit of a necro but the first post in the thread now auto embeds stuff which totally breaks everything. Fixed now! Had to remove one video about cs:go level design unfortunately, since it broke everything. Anyway, did anyone find any resources in the meantime that we could add to the collection? Quote Link to comment Share on other sites More sharing options...
poLemin Posted June 7, 2018 Report Share Posted June 7, 2018 32 minutes ago, 'RZL said: Anyway, did anyone find any resources in the meantime that we could add to the collection? I was surprised that http://www.clement-melendez.com/portfolio/articles/push-pull/introduction/ was not on this list! Please add! 'RZL 1 Quote Link to comment Share on other sites More sharing options...
esspho Posted June 10, 2018 Report Share Posted June 10, 2018 On 6/7/2018 at 7:07 PM, 'RZL said: Fixed now! Had to remove one video about cs:go level design unfortunately, since it broke everything. Anyway, did anyone find any resources in the meantime that we could add to the collection? What about this classic? Ben’s small bible of realistic multiplayer leveldesign 'RZL and Squad 2 Quote Link to comment Share on other sites More sharing options...
untor Posted July 18, 2018 Report Share Posted July 18, 2018 I created .AI and .PDF editable file, with color markup like panorama ui radar.Download Skybex, Radix, poLemin and 3 others 4 2 Quote Link to comment Share on other sites More sharing options...
Radix Posted August 3, 2018 Report Share Posted August 3, 2018 (edited) Probably I'm the last person to know this but afaik no one shared this so far: It seems like CS:GO community mappers can now use the static prop combine ("autocombine") feature which is used in new official CS:GO maps (especially de_nuke) to improve performance significantly. So we have a guide how to use this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine Not as easy as I hoped, because we will need the source files of every model (*.qc etc.). But still good to know. Edited October 31, 2018 by Radix MikeGon, Interfearance, jd40 and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Skybex Posted August 7, 2018 Report Share Posted August 7, 2018 On 8/3/2018 at 2:38 PM, Radix said: Probably I'm the last person to know this but afaik no one shared this so far: It seems like CS:GO community mappers can now use the static prop combine ("autocombine") feature which is used in newer official CS:GO maps (especially de_nuke) to improve performance significantly. So we have a guide how to use this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine Not as easy as I hoped, because we will need the source files of every model (*.qc etc.). But still good to know. Any idea if this factors in the new prop scaling? Quote Link to comment Share on other sites More sharing options...
MikeGon Posted August 7, 2018 Report Share Posted August 7, 2018 On 8/3/2018 at 7:38 AM, Radix said: Probably I'm the last person to know this but afaik no one shared this so far: It seems like CS:GO community mappers can now use the static prop combine ("autocombine") feature which is used in newer official CS:GO maps (especially de_nuke) to improve performance significantly. So we have a guide how to use this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine Not as easy as I hoped, because we will need the source files of every model (*.qc etc.). But still good to know. Wow, very interesting tool! I hope its stable enough already, I kind of want to try it with an expensive map of mine... I'll share my discoveries here if I do so! Quote Link to comment Share on other sites More sharing options...
Serialmapper Posted August 8, 2018 Report Share Posted August 8, 2018 Is there a way to create a custom texture for source engine, namely for CS:GO, that does not attach to vertex points? I would like to use it on stretched displacements. The current textures stretch together with the displacements and look ugly. Quote Link to comment Share on other sites More sharing options...
Skybex Posted August 8, 2018 Report Share Posted August 8, 2018 I think this is what you are looking for https://developer.valvesoftware.com/wiki/$seamless_scale Radix and Serialmapper 2 Quote Link to comment Share on other sites More sharing options...
That50'sGuy Posted August 12, 2018 Report Share Posted August 12, 2018 On 8/8/2018 at 9:39 AM, Skybex said: I think this is what you are looking for https://developer.valvesoftware.com/wiki/$seamless_scale Yes, that works. But it also seems to get rid of my texture scale settings (Something you use on HR_ textures) Quote Link to comment Share on other sites More sharing options...
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