Displacement Help


TheMiede
10-17-2005, 11:52 AM
I need a lot of help with displacements. Whenever i make them they turn out distorted and ugly. Like below:
http://img450.imageshack.us/img450/6085/disdisplacements7gi.png
Basically what i need is a helpful hint on making ruins using displacments, (or if you are supposed to do them with displacemtns).

KominAaa
10-17-2005, 12:17 PM
http://halflife2.filefront.com/file/MNeMiC_Hammer_Tutorial_6_Terrain;33428

this might help.
I think Ill make a VTM serie on every stage you have to go through in order to make a good looking map.
Ill make a part on displacements and their use.

Id advice you to work with lower values as displacement height "2" or "4" should do.
coz they look too noisy atm.

you can "reset" each point position by setting "raise to " to "0"

Propaganda
10-17-2005, 12:17 PM
Are you subdividing those? Try a basic wall, set your raise lower to 1 and your radius to small, do little bits at a time, don't subdivide it either, subdivide is only to create special shapes. Try using the smoothing tool if it gets all weird like that.

TheMiede
10-17-2005, 12:38 PM
eh, can you brief me on subdividing. I will destroy the displacements and start all over again. I will also take a look at the link you posted. Thanks guys.

EDIT: Downloading now.. Boy do i love no school days.

Edit EDIT: I just watched the video and the only thing i learned of was noise. I didnt knwo that could generate random terrain for you. Sounds like a good tool for the ocean floor. I didnt see anythign really on ruines or ruined walls. The rocks part will help me a little with my cliff there. So I also need to make my displacements distance 1 instead of 5(default, i think).

meelo
10-23-2005, 02:37 AM
I'd suggest opening up sdk_dm_lockdown from the HL2 Deathmatch SDK. It has some torn up walls and ruins similar to your first screenshot using displacements, it might give you some ideas of what to try.

If you don't feel like loading the map, in essence they made a square wall using 4 sides of a single brush and slightly distorted some of the edges to make it appear like it was broken or torn down.

Use a low detail (2) and make sure you radius is set pretty low so you're not moving multiple points at once, as suggested earlier.

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