detail_trainyard problems

Aug 19, 2008
1,011
1,158
i got a major concern when i compile my map

i want to use the sky_trainyard_01 skybox for my alpine map,
but as soon as i insert the proper detail.vbsp and material file informations i get
a major glitch going, brushes disappear ingame, reappear, etc.
to visualize, look at the 2nd screenshot





plzplz high gods of mapping give me the answer
 
T

The Asylum

Have you tried running your map through Interlopers error checker yet? Sometimes if a brush has an invalid vertex manip or texture gone wonky, Hammer will just omit it from compiling.
 
Aug 19, 2008
1,011
1,158
got a hang of the problem, too many displacements and detailprops (groundtograss-textures), dont know why that caused this kind of problem, but hey, fixed and outta my head.


Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDGROUNDTOGRASS001 uses unknown detail object type tf_grass!
Material NATURE/BLENDGROUNDTOGRASS001 uses unknown detail object type tf_grass!
Error! Too many detail props emitted on this map! (64K max!)n

Still, i´m not sure, if displacemets caused part of the problem. is that so, or did they have nothing to do with detail props?

(feel free to give me a stupid answer if you regard this question stupid ^^)
 

YM

LVL100 YM
aa
Dec 5, 2007
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6,056
if you're using a blend texture that spawns the original type of grasses you'll get that error.
Make sure you're only using textures that emmit the trainyard detail sprites, that means only the green grass textures.
Most of the other textures (if you need to use them) have an identical texture with _nodetail after their name which will not spawn detail sprites and are safe to use.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Oh wait, I completely missread it.. doh.

Yeah you've basicly got too much ground with detailsprites on, you either need to reduce the amount of displacements with that texture on or use the _nodetail one instead. There is no way around this, its an engine limitation.