Is it still a bug?
detail\detailsprites. You can fix this if you are shipping your own binaries.
I'm almost sure there's a width property in worldspawn now, right next to the custom detailsprites path. I'm not home though, I can't check right now. --NykO18 13:20, 13 November 2009 (UTC)
- Not in OB. Are you working with L4D? --TomEdwards 19:32, 13 November 2009 (UTC)
- Yes, but I won't be home until monday, so if someone could check for me, that would be great. --NykO18 00:08, 14 November 2009 (UTC)
I've noticed there is no article for detail props. Perhaps we should create one and merge it and this article together? (Splaty)
Copied data on auto-emitting detail props from Prop_Types_Overview. Changed the category to level design (?). Altered the general formatting and layout, though it still seems a little fragmented. If anyone has an easier-to-follow explanation on detail props in general, this would probably make a comfortable home for it. --splayu 07:25, 28 Sep 2005 (PDT)
Added pictures. It's possible that the "cross" picture is actually a "tri", but with "shape_size" set to 1. If anyone has seen an actual "cross" (as in, only two sprites crossing over - as I originally thought "cross" was), I urge you to replace the existing cross image. Thanks. -splaty 08:19, 28 Sep 2005 (PDT)
- The image of a cross is actually a tri, with a very small distance value. A cross is actually a 4 pointed star.—Matt Boone (talk) 12:08, 1 Nov 2005 (PST)
This is true. The current version of vbsp appears to be unable to correctly parse the new detail sprite settings. However, I'm expecting the next SDK update to have an upgrade to vbsp (and vrad - for HDR?) to compile maps for DoD: Source with all the new features. -splaty 14:12, 2 Oct 2005 (PDT)
I see. In that case an SDK update should almost certainly be on the way, and it would be foolish to omit the necessary compile tool updates for using the new detail sprites. However, the question is, will VALVe be updating the other games (Half-Life 2, Counter-Strike and HL2DM) to use detail shapes? I am under the impression that they're going to update date them all for HDR, so it seems logical that the detail shapes would also be enabled too. -splaty 08:03, 3 Oct 2005 (PDT)
It appears this prediction (that the other Source games will be updated to work with detail shapes) is correct, as Counter-Strike: Source now supports detail shape technology (along with HDR). No word yet on the other games such as Half-Life 2: Deathmatch, but it seems logical to assume they too will be updated at some point. Likewise, I've seen no indication that this technology is available to mod authors in the SDK source code, though I imagine that both this and the more popular HDR technology will be added at some point in the future. If someone from VALVe personal could comment, that'd be great! -splaty 08:29, 2 Dec 2005 (PST)
It would be worth indicating which materials use detail props by default. This would be helpful for mappers who want to have detail props on their textures but do not wish to edit vmts to make their own. The following source materials will all emit detail props after compiling. I have also listed what detail group will be emitted. To see what these are, have a look in detail.vbsp (or compile a small map with the materials in place - perhaps a sample map with each material would be a useful thing to add).
blenddirtdirt001a citygrass01 blenddirtgrass001b grass01 blenddirtgrass005a coastline_grass01 blenddirtgrass006a coastline_grass01 blenddirtgrass008a coastline_redgrass01 blendgrassgravel001a coastline_redgrass02 blendgrassgravel001b coastline_redgrass03 blendgrassgravel002a coastline_redgrass02 blendmuddirt001a coastline_redgrass01 blendrockgrass004a coastline_redgrass01 blendsandgrass008a coastline_grass01 blendsandrock004c canal_reeds blendsandsand008a coastline_grass01 canal_reeds canal_reeds dirtfloor001a citygrass01 red_grass redgrass red_grass_thin redgrass_light rocks_red_grass rocks_redgrass short_red_grass short_redgrass
In some cases these are the same materials but with different detailtypes.
The following materials also have detail props, but the %detailtype string has been commented out with //. Valve must have decided that rocks1 didn't work.
blenddirtgrass001a grassland1 blendrockdirt005b_lowfrict rocks1 blendrockdirt006a rocks1 blendrockdirt006b_lowfrict rocks1 blendrockdirt007d rocks1 blendrockdirt008c rocks1 blendrockdirt008d rocks1 blendrocksand008c rocks1 blendrocksand008d rocks_redgrass blendrocksgrass005a rocks1 blendrocksgrass006a rocks1 blendsandsand008b_antlion coastline_grass01
In addition to rocks1 there are several groups that were never used, such as street_junk and all the swamp groups. It may also be worth compiling a sample map to see what these unused groups look like.
As far as I know this list does not exist elsewhere, and it would be worth including (I went 'round the bend putting grass in my map following the Displacement Grass tutorial, not realising that blenddirtgrass001a does not have detail props but blenddirtgrass001b does. I would like to save others the same trouble). --Fitzroy doll 03:26, 30 Mar 2006 (PST)
- Through a large amount of my tests I've found the detail prop system is actually pretty shitty. It can get expensive real fast unless the density is aggressively changed. This is even more so the case when rendering detail shapes and sway. The image that we have on the article from Dear Esther isn't even a good example as well, seeing as Robert Briscoe has stated the system they use has been completely redesigned to now handle on the GPU.
- Of course this has vastly changed through engine branches but thats kind of the problem. I had italicized "cheap". However I think variating costs sounds much better, unless we want to describe the different levels of cost from engine branch to branch. They're decently cheap on Left 4 Dead 2 and beyond, but horribly bad in previous engines.
- I also bring this up because a few of the images we have on the article may or may not lead people to believe they can get away with a dense amount of detail prop rendering, and that is simply not true.--Gear 20:15, 16 December 2010 (UTC)