Alyx and Gordon head off for a subterrainien adventure to hunt down a suspected Combine Advisor lying hibernation in a local mine complex.

Add media Report RSS Alyx poses in a large spiral cavern (view original)
Alyx poses in a large spiral cavern
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Thall33
Thall33 - - 94 comments

I saw this on the show off your maps section of the valve dev mapping forum...very impressive. Was this trial and error or did you source some good tuts? Because I would love to check em out.

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Jim_Partridge Author
Jim_Partridge - - 220 comments

There's a knack to displacements and it is mostly trial and error. Put simply, if you want two displacement brushes to sew together like the cavern you must have every edge meet precisely. I struggled with this until I realised that I could have the outer wall of the cave as one set of displacement brushes, and the actual spiral ledge as another...
If you'd like some more help I can put together some screenshots of hammer to get you used to the concept. It can be mindbendingly complex at times...

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Thall33
Thall33 - - 94 comments

I would really appreciate that! even if you could link or send me a vmf of some examples or templates to learn from as well that would be amazing!

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Jim_Partridge Author
Jim_Partridge - - 220 comments

Sure... I will post something here at the weekend.

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Thall33
Thall33 - - 94 comments

thanks for the vmf... the construction was quite simple after destroying the displacement. My main problem is when I have 2 identical primitive blocks for example, joined and displaced,they 'raise' "normally" but don't at the seams, looks like a cushion. I decompiled some valve cave maps from ep2 and they seem to have set up there blocks to overlap, but i haven't tested that method out. thoughts?

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Jim_Partridge Author
Jim_Partridge - - 220 comments

I always start by subdividing my brushes to get smooth curves to my displaced surfaces. Then I mess with them. You should make sure you have the Autosew tickbox ticked..

I don't really know what you mean by cushion... can you send me a screenshot?

I will decompile the caves level from ep2 and take a look at the overlapping method you describe. I think it helps them avoid having to sew each section...

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Jim_Partridge Author
Jim_Partridge - - 220 comments

Ahh. Looking at Ep2_Outland04 I can see what you mean... but if you look closely the faces that are actually used for the displacement surfaces all meet perfectly. It's the non visible sides that overlap. It's kinda messy actually. A lot more messy than I expected. Clearly it doesn't matter if the non-visible sides cross over. An interesting tip...

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