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Posted (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:

mapprop.JPG

the default detailsprites are: 

desprites.JPG

Edited by Serialmapper
Posted

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.

  • 1 month later...
Posted
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?

  • 1 month later...
  • 3 weeks later...
Posted (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 by Radix
Posted
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?

Posted
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!

Posted

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.

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