Creating a Detail.VBSP

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Creating a Detail.VBSP

Postby Tutorial on Wed Mar 30, 2005 9:42 pm

category
General Half-Life 2/Other

description
Explains what it is and how to make your own.

keywords
detail, create, creating, vbsp.

In this tutorial i will explain how to set up a Detail.VBSP to create custom detail types that can be used for your materials

First of all search your cstrike folder for a file called detail.VBSP, right click this file and uncheck "Read Only" to allow you to save when you are done setting up a new detail type

Now open the detail.VBSP in a text editor such as notepad and copy/paste one of the already written detail types, for this tutorial i will copy/paste the prodgrasses detail type

Which looks like this

Code: Select all
prodgrasses
   {
      "density" "2000.0"

      Group1
      {
         "alpha" "1.0"

         Model1
         {
            "model" "models/props/de_prodigy/prodgrassa.mdl"
            "amount" "1"
         }

      }
      
      Group2
      {
         "alpha" "0.0"

      }
   }


Now paste this at the end of the document and change prodgrasses to any name you want, this name will be used to refer this detail type to your VMT using the "%detailtype" parameter for this tutorial i will name my detail type grass_1

Now the important parameters for your detailtype are "density" "2000.0" and "model" "models/props/de_prodigy/prodgrassa.mdl"

The "model" parameter directs the engine to the model you want to use for your detailtype, this can be any model that was compiled as a static prop which means it can have no physics data (can't be used as a prop_physics), you can also use sprites for your detail type . . .

So i have changed the detail name from prodgrasses to grass_1 and the "density" parameter from 2000 to 200 and kep't the same model which makes my detail type look like this

Code: Select all
grass_1
   {
      "density" "200.0"

      Group1
      {
         "alpha" "1.0"

         Model1
         {
            "model" "models/props/de_prodigy/prodgrassa.mdl"
            "amount" "1"
         }

      }
      
      Group2
      {
         "alpha" "0.0"

      }
   }

Save your work then right click the detail.VBSP file, go to properties and recheck Read Only

Now to add this detail type to your VMT just add "%detailtype" "grass_1" to your VMT file

Hope this comes in handy

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Postby RaccoonKing on Mon May 30, 2005 2:34 pm

I know this is the nubbiest of nubly questions every to be nubbishly asked by a nub, *sigh* but,

where do I find the proper *.vmt file?
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Postby Grim Reaper on Mon May 30, 2005 2:53 pm

show no mercy wrote:How do i create a room, do i use a model?



Lol joke snm you didnt really write that, i hope

Thats the nublyist question
Last edited by Grim Reaper on Mon May 30, 2005 10:01 pm, edited 1 time in total.
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Postby RaccoonKing on Mon May 30, 2005 3:33 pm

Yes, that's all fine and good, but it still leaves me with no vmt file and you being harassed by a raccoon. :shock:
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Postby BaRRaKID on Mon May 30, 2005 3:56 pm

Grim Reaper wrote:
BaRRaKID wrote:How do i create a room, do i use a model?



Lol joke barra you didnt really write that, i hope

Thats the nublyist question


why the fuck did you choose me.. at least make those small leters bigger ffs.. you got my mad NOW I'M WRITING WITH CAPS! LOOK WATH YOU MADE ME DO! :x
I've no sign
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Postby Grim Reaper on Mon May 30, 2005 10:02 pm

better?

and sorry
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Postby showNOmercy on Fri Jun 10, 2005 7:37 pm

Grim Reaper wrote:
show no mercy wrote:How do i create a room, do i use a model?



Lol joke snm you didnt really write that, i hope

Thats the nublyist question


Ofcourse I didn't write that, you did! I'll rem that too.
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Postby MayheMsg on Tue May 02, 2006 1:22 am

So is it possible to use jsut a sprite for this, and not a model.

IE...

grass_1
{
"density" "200.0"

Group1
{
"alpha" "1.0"

Model1
{
"sprite" "materials/mayhem/clover.vtf"
"amount" "1"
}

}

Group2
{
"alpha" "0.0"

}
}

or do you have to crate a model in order to do this...
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Postby Grantax on Tue May 02, 2006 12:17 pm

I don't like this tutorial :evil:

Explain what the groups are for, and how can we use sprites, or several models.
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Postby MayheMsg on Thu May 04, 2006 3:06 am

I would have to agree, i know there is someone out there that knows how to do this. I have seen maps with custom sprit details in them. I have given a pass on details for my latest map. but i would love to get them in my next one...
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Postby Lawnmower233 on Fri May 19, 2006 7:56 pm

Check out the Valve Developer Community's Wiki Article on this. It explains it really well. http://developer.valvesoftware.com/wiki/Detail_Props
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