anyone know how to get a textures detail objects working.

Passerby

L2: Junior Member
Mar 27, 2010
99
15
hey if been useing a dirt to grass blend that is supposed to have detail objects to go with it but they are not showing in my compiled map and i got this error in my compile log

Code:
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!

here is my full compile log if needed

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\eagles2000\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf" "C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.vmf"

Valve Software - vbsp.exe (May  7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf\materials
Loading C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.vmf
Patching WVT material: maps/ctf_razed_crossing_a2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_razed_crossing_a2/nature/blendrockgroundwallforest_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1156 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (613567 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
.10
Compacting texture/material tables...
Reduced 2966 texinfos to 1692
Reduced 164 texdatas to 144 (6530 bytes to 5715)
Writing C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
6 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\eagles2000\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf" "C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2"

Valve Software - vvis.exe (May  7 2010)
2 threads
reading c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
reading c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.prt
 557 portalclusters
1400 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (16)
Optimized: 190 visible clusters (0.00%)
Total clusters visible: 79081
Average clusters visible: 141
Building PAS...
Average clusters audible: 306
visdatasize:58100  compressed from 80208
writing c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
16 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\eagles2000\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf" "C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2"

Valve Software - vrad.exe SSE (May  7 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
Setting up ray-trace acceleration structure... Done (6.25 seconds)
5028 faces
559051 square feet [80503376.00 square inches]
84 Displacements
86409 Square Feet [12442995.00 Square Inches]
5028 patches before subdivision
66566 patches after subdivision
sun extent from map=0.087156
78 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (49)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (25)
transfers 5188023, max 443
transfer lists:  39.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(413247, 266490, 224030)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(121950, 74342, 54757)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(45297, 25113, 15742)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(17237, 8641, 4678)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(6846, 3086, 1440)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(2716, 1103, 446)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(1097, 402, 141)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(444, 147, 45)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(181, 54, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(74, 20, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(31, 8, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(13, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(5, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0488 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  22/1024         1056/49152    ( 2.1%) 
brushes               1722/8192        20664/98304    (21.0%) 
brushsides           11356/65536       90848/524288   (17.3%) 
planes                4234/65536       84680/1310720  ( 6.5%) 
vertexes             10825/65536      129900/786432   (16.5%) 
nodes                 1487/65536       47584/2097152  ( 2.3%) 
texinfos              1692/12288      121824/884736   (13.8%) 
texdata                144/2048         4608/65536    ( 7.0%) 
dispinfos               84/0           14784/0        ( 0.0%) 
disp_verts            3684/0           73680/0        ( 0.0%) 
disp_tris             5568/0           11136/0        ( 0.0%) 
disp_lmsamples      235432/0          235432/0        ( 0.0%) 
faces                 5028/65536      281568/3670016  ( 7.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             4098/65536      229488/3670016  ( 6.3%) 
leaves                1510/65536       48320/2097152  ( 2.3%) 
leaffaces             6402/65536       12804/131072   ( 9.8%) 
leafbrushes           2833/65536        5666/131072   ( 4.3%) 
areas                   12/256            96/2048     ( 4.7%) 
surfedges            42667/512000     170668/2048000  ( 8.3%) 
edges                29256/256000     117024/1024000  (11.4%) 
LDR worldlights         78/8192         6864/720896   ( 1.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            873/32768        8730/327680   ( 2.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         16755/65536       33510/131072   (25.6%) 
cubemapsamples          26/1024          416/16384    ( 2.5%) 
overlays                60/512         21120/180224   (11.7%) 
LDR lightdata         [variable]     2556444/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       58100/16777216 ( 0.3%) 
entdata               [variable]       82561/393216   (21.0%) 
LDR ambient table     1510/65536        6040/262144   ( 2.3%) 
HDR ambient table     1510/65536        6040/262144   ( 2.3%) 
LDR leaf ambient      7220/65536      202160/1835008  (11.0%) 
HDR leaf ambient      1510/65536       42280/1835008  ( 2.3%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/48222    ( 0.0%) 
pakfile               [variable]       27280/0        ( 0.0%) 
physics               [variable]      613567/4194304  (14.6%) 
physics terrain       [variable]       21690/1048576  ( 2.1%) 

Level flags = 0

Total triangle count: 16212
Writing c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
1 minute, 50 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp" "c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf\maps\ctf_razed_crossing_a2.bsp"


EDIT:

ay i guess some info on my hammer setup would be good

well it 's just vanilla unmodded tf2 and just plain hammer with the ABS_Resource_Pack_10-04-15
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Good thing I refreshed again before answering, I see you have my pack. On the blend material (in the browser/face edit panel) there should be colored dots on it. Open the material browser and type "legend" in the filter, you'll probably need to set it to 512x512 to read it. That tells you the settings you need to put into the detail prop fields over at Map > Map Properties.
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
ah thanks i just changed those settings and am compiling right now.

and btw excellent job on the resource pack i couldn't even imagine having to map without it after having it installed for a few weeks.

EDIT: thanks it worked right way for me
 
Last edited: