How to make grass particles on displacements?

Quantum

L3: Member
Mar 31, 2016
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I'm creating a map using borneo's jungle ground and can't find out how to get the "tall" grass particles to come out of the displacement. Everything that I'm finding from googling suggests that it should just be happening from using a texture that supports it. Here's an image of what I'm wanting in case my rambling explanation isn't clear.
20160425194934_1.jpg
 

sooshey

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Jan 7, 2015
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Everything that I'm finding from googling suggests that it should just be happening from using a texture that supports it.
That's pretty much it. Are you sure you're using the exact same texture? Maybe there's another one that's identical that doesn't have detail sprites, and you're using that one by mistake.
 

Quantum

L3: Member
Mar 31, 2016
119
99
The texture has the same name, and I'm using heyo's content that he linked directly to in his borneo thread.
Borneo's face edit sheet.
Mine
I'm not seeing any differences, beside the texture shift. I even tried changing it to the same power level, but it didn't fix it.
 

YM

LVL100 YM
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Dec 5, 2007
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iirc borneo uses sawmill's so those two lines:

detail_sawmill.vbsp
detail/detailsprites_sawmill
 

Quantum

L3: Member
Mar 31, 2016
119
99
Borneo's vmf was saying it used trainyard, so I tried that first. It didn't work, so I tried sawmill. Also, didn't work. But I did managed to break something. :/ Now stuff is randomly disappearing on me.

EDIT: I fixed the disappearing stuff somehow. Still having issues with the sprites though.
 

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Quantum

L3: Member
Mar 31, 2016
119
99
I fixed it. Turns out I'm just dumb. When I changed the detail sprites in my map properties it made it so that there were too many detail sprites being made in my map, so my map wasn't properly compiling. But, thanks for the help anyways, I wouldn't have known to change the detail sprites in map properties otherwise.
 

YM

LVL100 YM
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Dec 5, 2007
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Ah yeah you have to be careful not to use too much of sprite-emitting textures. Moooost blends that emit have a -nosprites version that you'll want to use for out of bounds areas or skybox stuff