02-24-2007, 07:42 PM | #1 |
Join Date: Jul 2006
Location: Austin, Texas
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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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02-24-2007, 07:48 PM | #2 |
Join Date: Dec 2005
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look at valve example maps
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02-24-2007, 07:54 PM | #3 |
Join Date: Jun 2005
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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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02-24-2007, 08:17 PM | #4 |
Join Date: Dec 2005
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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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02-25-2007, 02:15 AM | #5 |
Join Date: Feb 2005
Location: Finland
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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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02-25-2007, 02:53 AM | #6 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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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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03-06-2007, 03:59 AM | #7 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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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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TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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03-06-2007, 08:32 AM | #8 |
Join Date: Mar 2007
Location: Melbourne
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hold shift
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03-06-2007, 09:30 AM | #9 |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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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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03-06-2007, 11:36 AM | #10 |
Fortress Forever Staff
Join Date: Mar 2007
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hahaha
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03-07-2007, 05:26 AM | #11 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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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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TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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03-07-2007, 08:04 AM | #12 | |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
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Quote:
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03-07-2007, 12:55 PM | #13 | |
Join Date: Mar 2007
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Quote:
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03-07-2007, 01:51 PM | #14 | |
This is still alive?
Wiki Team
Beta Tester Join Date: Mar 2007
Location: Naples, FL
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Quote:
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03-07-2007, 01:54 PM | #15 | |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
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Quote:
Me? |
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03-07-2007, 09:21 PM | #16 | |
Join Date: Mar 2007
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Quote:
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03-07-2007, 10:01 PM | #17 |
Custom mapper
Join Date: Mar 2007
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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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03-09-2007, 04:17 AM | #18 |
Religious Stamp Machine
Retired FF Staff
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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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03-09-2007, 04:23 AM | #19 |
Join Date: Mar 2007
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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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03-09-2007, 04:26 AM | #20 |
Religious Stamp Machine
Retired FF Staff
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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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