Material/Displacement issue

Material/Displacement issue

Re: Material/Displacement issue Posted by StealthForte on Tue Dec 14th 2004 at 6:39pm
StealthForte
4 posts
Posted 2004-12-14 6:39pm
4 posts 0 snarkmarks Registered: Dec 14th 2004
I've been playing around with displacement surfaces in my map and I've
gotten this annoying error that may or may not be related to the main issue
I'm having: (i cut out the unimportant stuff)

Valve Software - vbsp.exe (Nov 22 2004)

...

Placing detail props : 0...1...2...3...4...5...6...7.Material
NATURE/BLENDMUDDIRT001A uses unknown detail object type
coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

..8...9..Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

.10

...

No problems with anything else, except one problem I have with another
displaced texture "nature/blendcliffgrass001a". While in the game, if I
hit said texture with the crowbar, it makes the sound that is made when
hitting plastic, when it should sound like rock or grass or something
like that. I've tried changing the texture to another one of the
blendcliffX series but same thing happens. I've noticed that the nodraw
texure that I have behind this cliff makes the same plastic sound when
hit.

Sorry if that's not enough info, I'm new to the materials system.
Re: Material/Displacement issue Posted by Dark_Kilauea on Mon Jun 6th 2005 at 11:51pm
Dark_Kilauea
629 posts
Posted 2005-06-06 11:51pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
You may want to use a different material...

otherwise, the blendcliffgrass001a.vmf should look like this (you can
open it with notepad, after your extract it out of the
sourcematerials.gcf with GCFScape)

"WorldVertexTransition"

{

"$basetexture" "nature/cliffface002a"

"$basetexture2" "nature/dirtfloor002a"

"%tooltexture" "nature/blendcliffgrass001a_tooltexture"

"$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate 0 0"

"$basetexturetransform2" "center .5 .5 scale 4 4 rotate 0 translate 0 0"

"%keywords" "wasteland"

}

Your blendmuddirt001a.vmf should be like this...

"WorldVertexTransition"

{

"$basetexture" "nature/mudfloor001a"

"$basetexture2" "nature/dirtfloor002a"

"%tooltexture" "nature/blendmuddirt001a_tooltexture"

"$surfaceprop" "dirt"

"$surfaceprop2" "dirt"

"$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"

"$basetexturetransform2" "center .5 .5 scale 1 1 rotate 0 translate 0 0"

"%keywords" "coastline"

"%detailtype" "coastline_redgrass01"

"LightmappedGeneric_DX9"

{

"$bumpmap" "nature/mudfloor001a_normal"

"$normalmapalphaenvmapmask" 1

"$envmapsaturation" 1

"$envmapcontrast" 1

"$envmaptint" "[ .65 .65 .65]"

"$envmap" "env_cubemap"

}

}

good luck!
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Material/Displacement issue Posted by fishy on Tue Jun 7th 2005 at 2:12am
fishy
2623 posts
Posted 2005-06-07 2:12am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!
this is because the texture you used has a $detailtype value that doesn't exist in the details.txt file. details.txt has various detailtype definitions of size, scale, density etc, of the grass sprites that are randomly genertated by some textures, and seems to be missing one or two (like coastline_redgrass01) that some textures look for.

the generation of any sprites, where they are, what size they are etc, will be written into the bsp during the compile. with no sprites to to place, the bsp will simply be written as normal without them, so there's no need to worry.
i eat paint