How to make grass particles on displacements?

Discussion in 'Mapping Questions & Discussion' started by Quantum, Apr 25, 2016.

  1. Quantum

    Quantum L2: Junior Member

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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
     
  2. sooshey

    aa sooshey :3c

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    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.
     
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  3. Quantum

    Quantum L2: Junior Member

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    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.
     
  4. Nicky

    aa Nicky Lets try something new!

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    Did you change the detail sprites in your map properties? If not, go to borneo's vmf, click Map > Map Properties, then look at Detail .vbsp file, and Detail Material File. Copy those and put them in your map's properties.

    This should also help: https://wiki.teamfortress.com/wiki/List_of_detail_props
     
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  5. YM

    aa YM LVL100 YM

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    iirc borneo uses sawmill's so those two lines:

    detail_sawmill.vbsp
    detail/detailsprites_sawmill
     
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  6. Quantum

    Quantum L2: Junior Member

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    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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    Last edited: Apr 25, 2016
  7. Quantum

    Quantum L2: Junior Member

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    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.
     
  8. YM

    aa YM LVL100 YM

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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
     
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