Dear Esther foliage/sprites.

Any aspects of level design for the Source engine.

Dear Esther foliage/sprites.

Postby CortezV on Wed Jun 06, 2012 10:15 pm

Good evening, I'm looking for a way to use the grass sprites (I don't necessarily care if they're animated.) from the recent Dear Esther game, I do have the textures from Dear Esther seeing as it was as simple as dragging them over, but once I did I found that they were bare and did not generate the sprites I wanted, is there anyway I could get this into hammer or is it custom code?
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Re: Dear Esther foliage/sprites.

Postby MáØ on Wed Jun 06, 2012 10:24 pm

Image

Actually... no wait, I'm not going to bother. You wouldn't understand it anyways.
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Re: Dear Esther foliage/sprites.

Postby CortezV on Wed Jun 06, 2012 10:31 pm

MáØ wrote:Image

Actually... no wait, I'm not going to bother. You wouldn't understand it anyways.


No, I've gone through previous threads talking about the case and I was also linked to the detailed_prop valve page, but I want the Dear Esther 'detailed_prop' not the default Valve ones.

Image
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Re: Dear Esther foliage/sprites.

Postby Major Banter on Wed Jun 06, 2012 10:37 pm

-snip-

Please clarify, Cortez.
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Re: Dear Esther foliage/sprites.

Postby Surfa on Wed Jun 06, 2012 10:40 pm

The Dear Esther sprite are based upon custom code. I am guessing they only inherit from the original valve detail sprites but are a custom entity and so wouldn't show up unless you use the Dear Esther .dll files (map for Dear Esther).
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Re: Dear Esther foliage/sprites.

Postby CortezV on Wed Jun 06, 2012 10:44 pm

Major Banter wrote:-snip-

Please clarify, Cortez.


Thank you, Banter.

In the more recent 'version' of Dear Esther, it was either their textures or an invisible brush that generated sprites and foliage, like this.

https://developer.valvesoftware.com/wiki/Detail_props

Example of their sprites

Image

Now, I was wondering if I could somehow get these into my own map, I looked into this at other communities and they agreed that it was possible but they have no idea how. I questioned that idea that it was after they had bought the source license so they were able to explore deeper into it, but this video proved me wrong in that case.

http://www.youtube.com/watch?v=MR85LvKNLBU&feature=plcp

It was done on the public 2010 engine for sure so it has to be possible to get this in my own map.

The Dear Esther sprite are based upon custom code. I am guessing they only inherit from the original valve detail sprites but are a custom entity and so wouldn't show up unless you use the Dear Esther .dll files (map for Dear Esther).


That's a good idea actually, I'll give it a whirl in a moment but someone may have another idea.
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Re: Dear Esther foliage/sprites.

Postby Major Banter on Wed Jun 06, 2012 11:01 pm

The first step is getting hold of the texture sheets. Once you've done that, the rest is a doddle.

Obviously you won't be able to implement them in the same way as DE though.
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Re: Dear Esther foliage/sprites.

Postby Jordash on Thu Jun 07, 2012 5:07 am

Don't use the textures, taking textures from CSS or L4D is considered ok because they are all valve games, but Dear Esther is an indie game, don't rip it's content.
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Re: Dear Esther foliage/sprites.

Postby joe_dirt976 on Fri Jun 08, 2012 3:30 am

read this carefully.
https://developer.valvesoftware.com/wiki/Detail_prop
You are going to have to create your own detail.vbsp and place it into your game or mod directory. If you do choose to name it detail.vbsp, make sure it doesn't overwrite the original. Here's an example.

steamapps/sourcemods/(mymod)/detail.vbsp
and
steamapps/sourcemods/(mymod)/materials/detail/detailsprites.vmt
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Re: Dear Esther foliage/sprites.

Postby CortezV on Fri Jun 08, 2012 1:55 pm

Thank you Joe, I guess just skimming over that didn't necessarily help my case. I'll try it later and get back to all of you.
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