Ru/Detail props: Difference between revisions
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Эти типы detail присутствуют, но доступны только на 3D моделях: | |||
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== | == Новые типы detail== | ||
Здесь отображен пользовательский VBSP файл. Требуется [[#Shapes|поддержка detail shape]]. Use [[:File:Detail forest.png|this detail texture]] with it. | |||
<div style="max-height:30em;overflow:auto;"><source lang=ini> | <div style="max-height:30em;overflow:auto;"><source lang=ini> |
Revision as of 09:31, 29 January 2020


Detail props это дешевые, бесплотные объекты, которые случайным образом появляются на поверхности специальных материалов. Они исчезают из вида на определенном расстоянии от игрока (по умолчанию это 1200 юнитов). Это значит, что они годятся только для небольших объектов, таких как трава или прочая мелкая растительность.
Detail props бывает двух типов:
- Спрайты
- двух полигональный плоский квадрат, использующий параметр $translucent внутри материала. Объект может быть настроен так, чтобы он всегда “смотрел” в сторону камеры игрока, покачивался на ветру (что уже будет ресурсоемко) и прогибался под шагами идущего. Спрайт не может проходить сквозь водную поверхность.
- Модели
- 3д модели следует использовать очень редко, если вообще использовать. Каждая модель расходует видео ресурсы DirectX, вне зависимости от того, сколько у модели полигонов, нагрузка всегда будет выше приемлемой.
Использование
Типы покрытия detail prop ("detail types") определяются скриптом файла .vbsp (Формат ANSI), и описаны в материалах с помощью параметра %detailtype. Затем VBSP рандомно генерирует detail props на поверхностях, покрытых этим материалом, при компиляции карты.
Detail props могут быть размещены в ручную в паре с prop_detail и prop_detail_sprite энтити, но это редкая практика.


Базовые типы detail
Эти типы detail доступны Source SDK Base:
Эти типы detail присутствуют, но доступны только на 3D моделях:
- swamp_land_001
- swamp_water_001
- grassland1
- grassland2
- grassland3
- rocks3
- test
- coast_pebbles
- street_junk
Новые типы detail
Здесь отображен пользовательский VBSP файл. Требуется поддержка detail shape. Use this detail texture with it.
detail
{
forest_floor_01
{
density 1600
GrassTex
{
alpha 0
RoseFlower
{
sprite "0 0 83 128 512"
spritesize "0.5 0.05 7 13"
spriterandomscale .3
amount 0.02
detailorientation 2
sway 0.2
upright 1
maxangle 70
}
FernShrub
{
sprite "120 0 136 256 512"
spritesize "0.5 0.05 17 28"
spriterandomscale .15
amount 0.03
sprite_shape tri
shape_size 0
sway 0.3
upright 1
maxangle 50
}
GrassTuft
{
sprite "0 199 120 57 512"
spritesize "0.5 0 20 10"
spriterandomscale .2
amount .6
sprite_shape cross
sway .1
maxangle 95
}
PinkFlower
{
sprite "83 0 38 128 512"
spritesize "0.5 0 6 18"
spriterandomscale .1
amount 0.02
detailorientation 2
sway 0.3
upright 1
maxangle 70
}
LushShrub
{
sprite "256 128 172 128 512"
spritesize "0.5 0 32 21"
spriterandomscale .3
amount 0.01
sprite_shape tri
shape_size 0.1
sway 0.1
maxangle 40
}
}
LeavesTex
{
alpha 1
DriedGrass
{
sprite "256 0 92 120 512"
spritesize "0.5 0 13 17"
spriterandomscale .15
amount .3
sprite_shape cross
sway .3
maxangle 95
}
GrassTuft
{
sprite "0 199 120 57 512"
spritesize "0.5 0 20 10"
spriterandomscale .2
amount .6
sprite_shape cross
sway .1
maxangle 95
}
RoseFlower
{
sprite "0 0 83 128 512"
spritesize "0.5 0.05 7 13"
spriterandomscale .3
amount 0.02
detailorientation 2
sway 0.2
upright 1
maxangle 70
}
}
}
}
The syntax is:
detail
{
<Detail type>
{
density <float>
<Group>
{
alpha <normal>
<Prop>
{
<settings>
}
}
}
}
The commands are:
- Detail type
- The name for use in
%detailtype
.
- Group
- Even if you are only defining one detail prop, you must create a group. The name doesn't seem to be used anywhere; it's just for reference.
Примечание:Non-displacement surfaces use only the first detail group!
alpha <normal>
- The displacement alpha value on which the current prop group prefers to be generated. Every time a detail prop is generated, VBSP will choose from the group with the closest alpha value to the one at the current location. If
alpha
is undefined, all groups will appear in all areas.
- Prop
- Defines a detail prop. Although uniquely named, there is no way to reference an existing prop later on in the .VBSP: it must be redefined every time it's needed. It's still a good idea to use descriptive names, though!
Prop settings
amount <normal>
- The proportion of the group that this model (or sprite) will account for. If the
amount
values of a group add up to less than 1, fewer detail props will be emitted than specified bydensity
. upright <bool>
- If present (with any value), the model will always point directly upwards. If not present, the model will orient itself to the angle of the surface it sits on.
minangle <float>
maxangle <float>
- Used to control emission on steep surfaces. Default values for both are 180 (no restriction).
Совет:By setting a high
minangle
you can target overhangs.
Sprites
sprite <int|X, Y, W, H, VTF width>
- The subregion of the map's detail material to use for this prop.
- X/Y are the top-left position
- W/H are the dimensions of the prop in texels
- VTF width is the X-axis resolution of the whole detail texture.
Баг:In Valve's code any custom texture must be of the same aspect ratio as
detail\detailsprites
! Get the fix here. [нужно проверить в ?]
spritesize <normal|U, V> <float|W, H>
- The origin (U/V) and size in units (W/H) of the sprite when it is in the world.
spriterandomscale <normal>
- The sprite's size will vary from 100% by this degree. A value of 1 means that the sprite could be generated at anything between 0% and 200% of its normal size.
detailOrientation <int>
- How the sprite will react to the camera:
- 0: It will not rotate.
- 1: It will rotate around its origin to always face the camera head-on
- 2: It will rotate around its Z-axis only to face the camera. This is the most common setting, as it foreshortens the sprite while keeping it otherwise head-on.
Shapes
Shapes are props where two or three sprites are arranged in a 3D shape. They can be made to sway as if in a breeze, and can bend away from intersecting players.

Detail shapes are only available in some games, for example Day of Defeat: Source, Counter-Strike: Source, Counter-Strike: Global Offensive, Garry's Mod and the SDK source code. If you try to create shapes in a game without support for them, the detail props will not be created at all.

SDK_DLL
or open \game\client\detailobjectsystem.cpp
and remove the #ifdef
from line 27.sprite_shape <choices>
- Creates a set of sprites at different angles, allowing for a pseudo-3D effect.
tri
- Three sprites sitting equidistant from each other in a triangle formation.
cross
- Two sprites which cross over one another in the middle.
sway <normal>
- Percentage of
cl_detail_max_sway
that the prop bends to.Совет:The prop doesn't need a
sprite_shape
to sway, but you do need shape support in your game. shape_angle <float>
- sprite_shape tri only. Number of degrees outward at which to angle the individual sprites. Unfortunately it is not possible to angle inward, for some reason! Useful range is 0-45.
shape_size <normal>
- sprite_shape tri only. Percentage of the sprites' width to put between them and the centre of the triangle. 0 means that the sprites cross at the prop's origin.
There are several console commands which affect shapes:
cl_detail_avoid_force
- Force with which to avoid players.
cl_detail_avoid_radius
- Radius around sprite to avoid players.
cl_detail_avoid_recover_speed
- How fast to recover position after avoiding players.
cl_detail_max_sway
- Amplitude of the detail prop sway.
If you can't find these, then there is no detail shape support.
Models
Remember that models have a performance overhead that sprites do not. Use them only when needed!
Good candidates for models are contiguous objects that need to spread out along the ground, like small rocks, fallen branches and ground-covering plants including ivy and brambles. Things that stand upright are better off as sprites or shapes.
model <string>
- A model to use; must be $staticprop and
UnlitGeneric
(ALL skins). Include\models
and.mdl
in the path.

VertexLitGeneric
models, open game\client\detailobjectsystem.cpp
and remove the conditional block from CDetailObjectSystem::UnserializeModelDict()
.New detail materials

There are a few hoops to jump through when creating new detail sprite materials:
- Leave at least a one-pixel gap between subregions, or you may find parts of one sprite bleeding over into the next.
- The material must be
UnlitGeneric
. You'll probably want to use the $vertexcolor, $receiveflashlight, $nocull and $translucent parameters. - Unless you are overwriting
detail\detailsprites.vmt
, mappers must remember to select the correct material in Map > Map Properties....

detail\detailsprites
. You can fix this if you are shipping your own binaries. [нужно проверить в ?]Blocking detail props
If you do not want to have detail props being generated in a specific area, use func_detail_blocker (Only available in Portal 2, Alien Swarm, Left 4 Dead 2, Counter-Strike: Global Offensive, and Garry's Mod.)