Detail Sprites

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Re: Detail Sprites

Postby Plague on Sun Jan 23, 2011 11:38 pm

Dear Esher(spelling?) seems to use tons of them.

Maybe you need to work on their density for optimal performance?
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Re: Detail Sprites

Postby ballsofsteel on Mon Apr 11, 2011 4:28 am

Well done on the tutorial...
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Re: Detail Sprites

Postby MayheM on Mon Apr 11, 2011 4:15 pm

I think the issue I was having with the frame drop could be fixed by using a fade distance controller so that the sprites are not rendered past a certain distance. I added one into the map, but I can not for the life of me remember the entity name. I am going to mess around with the density a bit and see if I can get the look I want without such a huge performance hit.
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Re: Detail Sprites

Postby Terr on Tue Apr 12, 2011 10:44 pm

Was it the min/maxpropscreenwidth settings on the worldspawn entity? (Not clickable anywhere in the 2d or 3d views, same place you set the skybox texture.)
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Re: Detail Sprites

Postby MayheM on Tue Apr 12, 2011 10:49 pm

Dont thing so. Ill check when I get home...
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Re: Detail Sprites

Postby Kosire on Wed Apr 13, 2011 12:02 am

env_detail_controller i believe?
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Re: Detail Sprites

Postby MayheM on Wed Apr 13, 2011 2:21 am

Kosire wrote:env_detail_controller i believe?



DING DING DING DING!!! winna winna chicken dinna! Yeah env_detail_controller is what i used.
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Re: Detail Sprites

Postby Jangalomph on Thu Apr 14, 2011 12:53 am

My detail sprites still have the stupid white line above them, some spawn half crooked and in the ground :|
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Re: Detail Sprites

Postby MayheM on Thu Apr 14, 2011 6:28 am

The white line you jsut need to make a better alpha channel. You can also make the grass or whatever your detail is with multiple layers and add a motion blur in several directions. So...

This...
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Turns into this...
Image

Then your alpha will no longer have the white ring around it and it will look SEXY! As of the have spawn crap, it sounds like you need to adjust the positioning of the sprites.
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Re: Detail Sprites

Postby wood250 on Thu Apr 14, 2011 2:33 pm

Mayhem thats great, is there anyway you can take a screenshot in game so I can see what this looks like?
would be really appreciated.
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Re: Detail Sprites

Postby MayheM on Thu Apr 14, 2011 3:24 pm

HA, well to be honest I never used it so I have never seen it in game. I just know this method helps eliminate the white halo around sprites. But yeah, I had all these grand plans of making really complex and detailed sprites, but ended up with simple grass. I do like this one though, and it took FOREVER to strip the background away. I will give it a try though and post a screenshot tomorrow.
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Re: Detail Sprites

Postby Jangalomph on Thu Apr 14, 2011 11:36 pm

there iz no halo. Its a white line above the grass -_-... on the top of the sprite.
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: Detail Sprites

Postby Watercycle on Wed May 25, 2011 12:40 am

Here's a nice tidbit for others.

Currently this will crash and burn in source sdk running half life 2 as the source engine?

The issue i finally found out to be a sub - regioning bug on the material via vbsp (it attempts to use detail.vbsp vs your custom one ect ect...), nothing can be done about it, we should all cry and just optimize for 1 sprite =p
Last edited by Watercycle on Sat May 28, 2011 5:22 am, edited 1 time in total.
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Re: Detail Sprites

Postby Watercycle on Wed May 25, 2011 12:44 am

FFS ORIENTATION WAS SPELLED WRONG IN TUTORIAL FOR 1 XD, maybe intentional? i'd assume it'd be commented out if so
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Re: Detail Sprites

Postby Kubata on Sat Aug 13, 2011 7:46 am

Running into some issues, hope you guys can help out. Went through the tutorial and even through the comments and can't find anything I've done wrong - basically the sprites are being created right under the surface of the displacement.

Image

Here's the detail part:

Code: Select all
wsmrdetail
   
   {
      density 500
      
      Group1
      {
         alpha 0
      }
 
      Group2
      {
         alpha 1
 
         Shrub1
         {
            sprite "0 0 128 205 512"
            spritesize "0.5 1 16 32"
            spriterandomscale .2
            spriteorentation 2
            amount .1
            sway 0
            maxangle 95
         }
         Shrub2
         {
            sprite "128 0 182 205 512"
            spritesize "0.5 .8 16 32"
            spriterandomscale .15
            spriteorentation 2
            amount .3
            sway 0
            maxangle 95
         }
         Shrub3
         {
            sprite "310 0 202 205 512"
            spritesize "0.5 1 16 32"
            spriterandomscale .15
            spriteorentation 2
            amount .1
            sway 0
            maxangle 95
         }
         Grass1
         {
            sprite "0 208 243 310 512"
            spritesize "0.5 1 128 64"
            spriterandomscale .15
            spriteorentation 2
            amount .5
            sway 0
            maxangle 95
         Grass2
         {
            sprite "243 208 265 310 512"
            spritesize "0.5 .9 128 64"
            spriterandomscale .15
            spriteorentation 2
            amount .5
            sway 0
            maxangle 95
         }
      }
   }
}
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