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