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Level Design Help Files


von*ferret

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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
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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.

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  • 1 month later...
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?

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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

 

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  • 1 month later...
  • 3 weeks later...

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
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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?

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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!

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