<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I looked for various answers to my problem and could n''t find any.<br><br>http://i36.photobucket.com/albums/e3/tfcbeetle/ff_thecove0009.jpg<br><br>All the grass sprites are floating over top my grass texture. Any ideas on how to fix this? Thanks<br>
edit:I didn't put my compile log b/c there are no errors in it.
1
Re: floating grass sprites
Posted by omegaslayer on Sat May 5th at 4:47am 2007

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Posted by omegaslayer on Sat May 5th at 4:47am 2007
Post a picture?
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Re: floating grass sprites
Posted by Beetle on Sat May 5th at 6:36am 2007
Posted by Beetle on Sat May 5th at 6:36am 2007
Well I posted a link to a picture but I guess if you really want one on the forums 
PS, this isn't with every map. Ive got it to work correctly before without doing anything different on purpose.

PS, this isn't with every map. Ive got it to work correctly before without doing anything different on purpose.
Re: floating grass sprites
Posted by omegaslayer on Sat May 5th at 5:00pm 2007

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Posted by omegaslayer on Sat May 5th at 5:00pm 2007
Sorry alls I saw was:
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I looked for various answers to my problem and could n''t find any.<br><br>http://i36.photobucket.com/albums/e3/tfcbeetle/ff_thecove0009.jpg<br><br>All the grass sprites are floating over top my grass texture. Any ideas on how to fix this? Thanks<br>
in your first post - upon examination I see a photobucket link sorry
" SRC="images/smiles/sad.gif">.
Okay I have no idea what that is. Few suggestions:
change the displacement texture.
mess around with the alpha of it.
and if all else fails post your compile log =P.
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I looked for various answers to my problem and could n''t find any.<br><br>http://i36.photobucket.com/albums/e3/tfcbeetle/ff_thecove0009.jpg<br><br>All the grass sprites are floating over top my grass texture. Any ideas on how to fix this? Thanks<br>
in your first post - upon examination I see a photobucket link sorry
Okay I have no idea what that is. Few suggestions:
change the displacement texture.
mess around with the alpha of it.
and if all else fails post your compile log =P.
omegaslayer
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Re: floating grass sprites
Posted by Stadric on Sat May 5th at 9:11pm 2007
Posted by Stadric on Sat May 5th at 9:11pm 2007
Which texture are you using?
Those grass sprites don't look like the normal ones, are they custom, or are your performance settings low?
Those grass sprites don't look like the normal ones, are they custom, or are your performance settings low?
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
As I Lay Dying
Re: floating grass sprites
Posted by Beetle on Sat May 5th at 11:01pm 2007
Posted by Beetle on Sat May 5th at 11:01pm 2007
Its the only blendsandgrass i could find and my texture quality is on highest.
but i do know what you mean. it should have the taller grass along with it, but it doesn't.
but i do know what you mean. it should have the taller grass along with it, but it doesn't.
Re: floating grass sprites
Posted by Riven on Sun May 6th at 3:24am 2007

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Posted by Riven on Sun May 6th at 3:24am 2007
Hmm, those cliff textures look custom; is this a mod your working in, or are you just using custom textures?
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Re: floating grass sprites
Posted by Beetle on Sun May 6th at 7:14am 2007
Posted by Beetle on Sun May 6th at 7:14am 2007
The cliff in the background is custom, but that's the only thing that is
Re: floating grass sprites
Posted by Beetle on Mon May 7th at 6:19pm 2007
Posted by Beetle on Mon May 7th at 6:19pm 2007
Okay, so I'm about to pull my hair out with this problem. All I have
left to do, as far as I know, is reinstall. I'm trying to avoid this.
Here's my compile log. Its not perfect, but I don't see anything that's
related to my problem.
** Executing...
** Command: "c:program filessteamsteamapps*sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamapps*half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filessteamsteamapps*half-life 2 deathmatchhl2mpmaterials
Loading C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (50915 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 374 texinfos to 280
Reduced 46 texdatas to 39 (1283 bytes to 1091)
Writing C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
1 second elapsed
** Executing...
** Command: "c:program filessteamsteamapps*sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamapps*half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove"
Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
reading c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.prt
305 portalclusters
1026 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (62)
Optimized: 167 visible clusters (0.00%)
Total clusters visible: 58830
Average clusters visible: 192
Building PAS...
Average clusters audible: 305
visdatasize:26018 compressed from 24400
writing c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
1 minute, 2 seconds elapsed
** Executing...
** Command: "c:program filessteamsteamapps*sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamapps*half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
1136 faces
231689 square feet [33363278.00 square inches]
149 displacements
57759 square feet [8317344.00 square inches]
1136 patches before subdivision
22341 patches after subdivision
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (81)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (34)
transfers 1382523, max 385
transfer lists: 10.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(147684, 133534, 92621)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23596, 19775, 11516)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4832, 3675, 1681)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1160, 830, 317)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(271, 176, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(72, 44, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(18, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0139 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 123/8192 1476/98304 ( 1.5%)
brushsides 1142/65536 9136/524288 ( 1.7%)
planes 1282/65536 25640/1310720 ( 2.0%)
vertexes 1954/65536 23448/786432 ( 3.0%)
nodes 519/65536 16608/2097152 ( 0.8%)
texinfos 280/12288 20160/884736 ( 2.3%)
texdata 39/2048 1248/65536 ( 1.9%)
dispinfos 149/0 26224/0 ( 0.0%)
disp_verts 13525/0 270500/0 ( 0.0%)
disp_tris 21760/0 43520/0 ( 0.0%)
disp_lmsamples 164444/0 164444/0 ( 0.0%)
faces 1136/65536 63616/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 607/65536 33992/3670016 ( 0.9%)
leaves 522/65536 16704/2097152 ( 0.8%)
leaffaces 1158/65536 2316/131072 ( 1.8%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7809/512000 31236/2048000 ( 1.5%)
edges 4489/256000 17956/1024000 ( 1.8%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 78/32768 780/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1257/65536 2514/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 594160/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 26018/16777216 ( 0.2%)
entdata [variable] 5586/393216 ( 1.4%)
LDR leaf ambient 522/65536 12528/1572864 ( 0.8%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/56076 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/4332 ( 0.0%)
pakfile [variable] 10324/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 50915/4194304 ( 1.2%)
==== Total Win32 BSP file data space used: 1473275 bytes ====
Total triangle count: 3025
Writing c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
2 minutes, 0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp" "c:program filessteamsteamapps*half-life 2 deathmatchhl2mpmapsff_thecove.bsp"
** Executing...
** Command: "c:program filessteamsteamapps*sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamapps*half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filessteamsteamapps*half-life 2 deathmatchhl2mpmaterials
Loading C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (50915 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 374 texinfos to 280
Reduced 46 texdatas to 39 (1283 bytes to 1091)
Writing C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
1 second elapsed
** Executing...
** Command: "c:program filessteamsteamapps*sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamapps*half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove"
Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
reading c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.prt
305 portalclusters
1026 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (62)
Optimized: 167 visible clusters (0.00%)
Total clusters visible: 58830
Average clusters visible: 192
Building PAS...
Average clusters audible: 305
visdatasize:26018 compressed from 24400
writing c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
1 minute, 2 seconds elapsed
** Executing...
** Command: "c:program filessteamsteamapps*sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamapps*half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
1136 faces
231689 square feet [33363278.00 square inches]
149 displacements
57759 square feet [8317344.00 square inches]
1136 patches before subdivision
22341 patches after subdivision
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (81)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (34)
transfers 1382523, max 385
transfer lists: 10.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(147684, 133534, 92621)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23596, 19775, 11516)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4832, 3675, 1681)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1160, 830, 317)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(271, 176, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(72, 44, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(18, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0139 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 123/8192 1476/98304 ( 1.5%)
brushsides 1142/65536 9136/524288 ( 1.7%)
planes 1282/65536 25640/1310720 ( 2.0%)
vertexes 1954/65536 23448/786432 ( 3.0%)
nodes 519/65536 16608/2097152 ( 0.8%)
texinfos 280/12288 20160/884736 ( 2.3%)
texdata 39/2048 1248/65536 ( 1.9%)
dispinfos 149/0 26224/0 ( 0.0%)
disp_verts 13525/0 270500/0 ( 0.0%)
disp_tris 21760/0 43520/0 ( 0.0%)
disp_lmsamples 164444/0 164444/0 ( 0.0%)
faces 1136/65536 63616/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 607/65536 33992/3670016 ( 0.9%)
leaves 522/65536 16704/2097152 ( 0.8%)
leaffaces 1158/65536 2316/131072 ( 1.8%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7809/512000 31236/2048000 ( 1.5%)
edges 4489/256000 17956/1024000 ( 1.8%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 78/32768 780/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1257/65536 2514/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 594160/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 26018/16777216 ( 0.2%)
entdata [variable] 5586/393216 ( 1.4%)
LDR leaf ambient 522/65536 12528/1572864 ( 0.8%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/56076 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/4332 ( 0.0%)
pakfile [variable] 10324/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 50915/4194304 ( 1.2%)
==== Total Win32 BSP file data space used: 1473275 bytes ====
Total triangle count: 3025
Writing c:program filessteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp
2 minutes, 0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamapps*sourcesdk_contenthl2mpmapsrcff_thecove.bsp" "c:program filessteamsteamapps*half-life 2 deathmatchhl2mpmapsff_thecove.bsp"
Re: floating grass sprites
Posted by Riven on Mon May 7th at 7:05pm 2007

Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA
Occupation: Architect
Posted by Riven on Mon May 7th at 7:05pm 2007
-What graphics card do you have and are you up-to-date with the drivers?
-Have you tried deleting those displacements or re-painting them with a different texture?
-are there other displacements in the map with different textures and working grass sprites, if not try that?
-What else have you observed?
I also saw this in your compile log:
? quoting Beetle
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Found a displacement edge abutting multiple other edges.
I'm really not sure what's causing this... Maybe we'll figure this out.
Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA

Occupation: Architect
Re: floating grass sprites
Posted by Beetle on Tue May 8th at 12:29am 2007
Posted by Beetle on Tue May 8th at 12:29am 2007
Ive had that error before. It means that too many sides of a displacemnt are touching too many sides of another displacemnt surface.
As for the grass, its just at a certain point when all this started happening. its wit hany bledn texture that has sprites.
" SRC="images/smiles/sad.gif">
As for the grass, its just at a certain point when all this started happening. its wit hany bledn texture that has sprites.
Re: floating grass sprites
Posted by Beetle on Thu May 10th at 8:58pm 2007
Posted by Beetle on Thu May 10th at 8:58pm 2007
I guess we should mare this as "solved." I don't know for sure, but I think the problem was carelessly importing textures/props from other mods without checking to make sure every thing matched up. The best guess is that I was stupid and wrote over some things I shouldn't. I reinstalled Steam and everything works now. Sorry, and thanks for the help.
1
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