sewing....the dreaded displacements
[A5th]Kermit
07-01-2005, 06:46 PM
just been working on them trying to just see what i can do when i come into a small annoying problem. i put the two brushes together ect ect but when i go to sew them they wont....or fully i should say. they displace together but as soon as i go to sew them they just stop.
http://amadeo.blog.com/repository/88940/214463.p.jpg
anyone know whats wrong?
also how will the trees and bushes look for dods? the trees in hl2 are sparce and dull and nothing lush and bushy. anything like that in source as of yet or plan to be?
phantom
07-01-2005, 07:13 PM
The vertices have to be lined up, which might be your problem. It's hard to tell with displacements if you don't see it in the editor.
Just read This (http://developer.valvesoftware.com/wiki/Displacement#Sewing_Displacements) and make sure your displacements fit all the conditions to be sewed.
If you can't get them to work I'd redo the displacements and always edit them together, so that they are moved the same distance, etc.
Furyo
07-01-2005, 08:18 PM
Not only do the brushes need to be aligned, but both displacements also need to be of the same power and of relative same original size. You won't sew a small power4 displacement with a large power 2 one, at least not in my experiment.
BLU-82
07-01-2005, 09:40 PM
Originally posted by Furyo
You won't sew a small power4 displacement with a large power 2 one, at least not in my experiment.
You can, but the brushes have the be exactly the same size. They have to be identical to sew them together anyway.
As you can see in this picture:
http://developer.valvesoftware.com/w/images/5/5b/Hammer_displacements7.jpg
Twigee
07-01-2005, 10:56 PM
As its written but not fully explained its the two edges that need to be identically lined up to get it to sew.
With the different powers, while it does work, it doesn't work well. In my trials with it, I could never get the middle vertex to lign up properly because they were on a wierd angle. It would probably work better if you planned it well and used a common power of 2 or 4 etc. That takes away from a bit of the randomness of the displacments though.
travis
07-02-2005, 04:07 AM
i like to run the smooth tool over the seems but if you edit multiple displacements at one time like i do it doesnt matter because they alll move togerthgertfdfegdgeasfvas
[A5th]Kermit
07-02-2005, 05:36 PM
i fixed the problem. one of the brushes was on a slant and it didnt line up perfectly......wooo, lol how nice.
in the test im doing the first thing i wanted to work on was craters. making it is not a problem but when i go to continue on i have to make extra brushes around it. now i could care less if there were extra brushes there but if i have a hill where i want displacements i have to have extra brushes for them. so instead of having one larger, not huge, i have say three which in turn i have to make three more.
does this build over time which will effect performance or is it better to have more?
did i make any sense? lol
travis
07-02-2005, 09:28 PM
doesnt make much sense to me :E
Furyo
07-03-2005, 05:33 AM
If (that's a big if) I understood correctly what you're trying to do, you can easily have the same brush being at the same time the crater and the hill. Just lower one part enough and rise the other part enough too. As far as texturing is concerned, you can make your own blend with whichever texture you want, and the crater in itself will be an overlay (which is what Dod:Source uses at least now)
Pierog
07-24-2005, 05:16 AM
displacements seem to be overly picky.
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