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Old 02-24-2007, 07:42 PM   #1
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Displacements

I have done many tutorials, yet when I try to do them they look like crap. Anyways I was wandering if anyone could kinda guide me along to make wonderful cliffs, river beds, etc... Thanks in advance
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Old 02-24-2007, 07:48 PM   #2
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look at valve example maps
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Old 02-24-2007, 07:54 PM   #3
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It really helps if you do two things when painting terrain:

Use a large radius

Make it only move the mesh by 1 unit in distance on each click.
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Old 02-24-2007, 08:17 PM   #4
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i use spacial off, brush size 5/4/3 for making general shapes of terreain, then tweak with spacial back on. and remember to smooth with spacial off, size 1 as you go.
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Old 02-25-2007, 02:15 AM   #5
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What they said ^
Brush 1 is more of a tweak tool imho.

If you fuck up the side, use smooth tool. Helps ya out sometimes.

If you know how to make displacement it's a start, just practise on and you'll get the hang of it. Im not saying that I have though :P Im still spooked by them, but ff_barren needs lot's of them so...

EDIT:
And owner for fucks sake, dont use colour text for normal text, that's lame with big B
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Old 02-25-2007, 02:53 AM   #6
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Donny...if his text didn't have any, how the hell are we suppose to read it? Want him to make it invisible? Jesus, don't eat him for making his text BOLD, I find your post more lame tbh...
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Old 03-06-2007, 03:59 AM   #7
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I don't know how long this thread was up before the servers were down, but...


I like to stick to powers of 2 when editing (usually 4/8 or 16 for REALLY big displacements, and 1 for tweaking)

If you use 4 and 8 then sometimes it makes it easier to get your displacements to line up with other stuff on the edges, like other displacements. Of course this all goes out the window as soon as you smooth or sew. If you really want a displacement vertex to line up to the grid you can use the 'raise to' with a value of 0 then move it into place by the exact values you need.

Do everything you can to make displacements line up so you can sew them. It'll save you a lot of trouble in the long run. Remember that you don't have to use only squares and rectangles for displacements. Trapezoids work, and they can all be at angles if you need them to be.

Edit: Wahay! First post... kinda...
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Old 03-06-2007, 08:32 AM   #8
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hold shift
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Old 03-06-2007, 09:30 AM   #9
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You don't have to reset the shit to 0 before incrementing it. It's not relative to the current position, but it's an absolute position from the shit the displacement was created from. You can also reset the point, and then uncheck the spatial shit, and then do the increments that way, too.

It's lame that you can't "raise to" shit along selective axis, though. You can't fuckin' just do "raise to" 0 along the z-axis, it does that shit along all 3 axes cause it's a kid toucher.

Here's the shit about sewing displacements.

Suck me, beautiful.
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Old 03-06-2007, 11:36 AM   #10
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hahaha
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Old 03-07-2007, 05:26 AM   #11
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I agree with jesse. Making geometry like arches out of displacements would be like a million times easier if you could 'rase-to' by axis.
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Old 03-07-2007, 08:04 AM   #12
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Quote:
Originally Posted by o_sta_sirtiger
Donny...if his text didn't have any, how the hell are we suppose to read it? Want him to make it invisible? Jesus, don't eat him for making his text BOLD, I find your post more lame tbh...
Blah blah. Now you think you are funny man huh?
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Old 03-07-2007, 12:55 PM   #13
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Quote:
Originally Posted by Donny
Blah blah. Now you think you are funny man huh?
lol, I can't stand that kid
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Old 03-07-2007, 01:51 PM   #14
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Quote:
Originally Posted by Donny
Blah blah. Now you think you are funny man huh?
I think i'm funny, hurrrr...
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Old 03-07-2007, 01:54 PM   #15
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Quote:
Originally Posted by nodnarb
lol, I can't stand that kid
?

Me?
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Old 03-07-2007, 09:21 PM   #16
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Quote:
Originally Posted by Donny
?

Me?
no sir_tiger
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Old 03-07-2007, 10:01 PM   #17
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If you combine mutiple displacement objects together you can easily create complex rocks and such. You must beware though I have heard of issues with fps with overlapping them and something about displacements and water so tread carefully and don't go mad with them.

Yeah that was a post without random colours or boldness nice and bland for you donny.
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Old 03-09-2007, 04:17 AM   #18
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Yeah, displacements + water = shiatstorm.

Regardless, definitely heed the above advice, especially about moving increments of 1 and using wide-radius displacements. There are many tutorials (See the Mapping Resource Thread stickied on these forums) which will help you out. Don't forget to smooth, and sometimes it just takes getting down and dirty, putting the radius and increment to 1 and moving verticies till the rock looks good and the textures aren't stretched.

Let me know if I can give you any of my maps and you can open them and snoop around.
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Old 03-09-2007, 04:23 AM   #19
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I've been looking at maps...tried this advice...and I still SUCK! lol but in time I should get better
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Old 03-09-2007, 04:26 AM   #20
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It's more of a feeling than anything, honestly. Once you get the feel, you'll jive with it.

For real.

y'all.
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