CS:GO Detail Sprites issue

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CS:GO Detail Sprites issue

Postby freddy_mazas on Thu Jun 13, 2013 9:32 am

Hello there!
I`m making a map for CS:GO and everything was going fine until now. Watching on valve developer community i saw that the correct way to create sprites is the shader UlitGeneric, but when i test the map i`m getting "fullbright" sprites:

Image

Notice how shadows from world and models doesn`t affect detail sprites.

Image

Here is the .vmt

Code: Select all
"vertexlitgeneric"
{
   "$translucent" "1"
   "$basetexture" "detail/vegetacion"
   "$nocull" 1
}


Tired of trying things, i changed the shader to VertexlitGeneric and it looks fine when the sun is on my back.

Also dynamic shadows create some nice effects on sprites:

Image

But when i directly look at the sprites in the direction of the sun they got darker, probably caused by real time shadows.

Image

Here you can see how it looks rotating 90º the camera from the light direction:

Image

Isn`t there a way to make the light pass trough the sprite for make it look similar in both ways?

Thanks in advice and sorry if i offended someone with my bad English :-D , i`m from Spain :smt039
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Re: CS:GO Detail Sprites issue

Postby freddy_mazas on Thu Jun 13, 2013 1:04 pm

Anyone can help me please?
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Re: CS:GO Detail Sprites issue

Postby cz_squishy on Fri Jun 14, 2013 1:06 am

Don't know if this matters but what compile setting are you using?
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Re: CS:GO Detail Sprites issue

Postby Dives on Fri Jun 14, 2013 1:18 am

From https://developer.valvesoftware.com/wiki/Detail_prop

The material must be UnlitGeneric. You'll probably want to use the $vertexcolor, $receiveflashlight, $nocull and $translucent parameters.


You should try using all those parameters together.
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Re: CS:GO Detail Sprites issue

Postby freddy_mazas on Fri Jun 14, 2013 12:27 pm

cz_squishy wrote:Don't know if this matters but what compile setting are you using?


I`m using this settings.

Image

I still dont know how to use expert mode.

I checked fast VIS because I didn`t func_detailed anything.
Last edited by freddy_mazas on Fri Jun 14, 2013 12:39 pm, edited 1 time in total.
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Re: CS:GO Detail Sprites issue

Postby freddy_mazas on Fri Jun 14, 2013 12:32 pm

Dives wrote:From https://developer.valvesoftware.com/wiki/Detail_prop

The material must be UnlitGeneric. You'll probably want to use the $vertexcolor, $receiveflashlight, $nocull and $translucent parameters.


You should try using all those parameters together.


I tried that before. If I use $vertexcolor or $vertexalpha, my detail sprites turns in some weird colors like red, green, black...

https://developer.valvesoftware.com/wiki/$vertexcolor

Looks that both commands are unfunctional for CS:GO...

Thanks for your replies
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Re: CS:GO Detail Sprites issue

Postby freddy_mazas on Fri Jun 14, 2013 12:51 pm

Well i saw a keyvalue in all prop_static entities, disable self-shadowing.
I know that detail sprites aren`t prop_static but in the last vmt i used the same shader. Is it possible to set a value in compile expert mode to disable self-shadowing in detail sprites?
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