detail sprite density

Discussion in 'Mapping Questions & Discussion' started by takabuschik, Mar 30, 2014.

  1. takabuschik

    aa takabuschik

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    Is there any way of controlling the detail sprites density, without changing texture or using alpha channel on displacements?
    If not, is there a way to change the density texture-side (by using custom vmt's, maybe?)
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    It is part of the .vbsp definitions, you could edit one for the materials you are using. I'm not positive, but I think those files don't need to be included with the map because VBSP places them all during compile.
     
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  3. takabuschik

    aa takabuschik

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    I don't think I fully understand: as far as I know vbsp refers to the first part of compile (I think it cuts the level to visleaves and locates leaks in the process?)
    is vbsp the detailsprite file itself? if so- where is it located?

    how to edit it? (I mean- practicaly. I've never seen a .vbsp, is it like a .vmt? is there something along the lines of, let's say,
    Code:
     "$detaildensity"   "30"     ?)
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Look in the root of tf2_misc_dir.vpk and you will see several detail_<mapname>.vbsp files. What file is used is specified in Hammer via Map Properties (same place you set the sky).
    In the VMT you are using, you will see it specify a %detailtype referring to an entry in the .vbsp file. Extract the .vbsp you wish to edit (you'll have to find which ones use the %detailtype you need) to the tf root folder, rename it, then edit the density value for the detail type your material is using. This will affect the detail type for ALL materials in your map that use it.
     
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