Making a wall appear to have a hole blown in it
Stuka
10-01-2005, 09:01 PM
Ok I am wondering how to make a wall, have a hole (which is going to be a passage way) which looks like it was made from some sort of rocket..I'm not sure if this is a good description..but..yeah if you don't get it I'll try to explain some more
Apollo
10-01-2005, 10:10 PM
displacement mapping++
Stuka
10-01-2005, 10:20 PM
umm, would you mind..explaining more? I have no clue what that is..
travis
10-01-2005, 10:59 PM
asking these questions perhaps you need some more mapping experience.......
If you dont know howto manipulate brushes then you need to find out and perhaps the answer to this question will become painfully clear to you.
Stuka
10-02-2005, 12:02 AM
ive mapped for years on and off
I know how to manipulate brushes, vertex manip, and slightly with clipping, but dont know how to make the smooth rounded shapes I've seen
Watchtower
10-02-2005, 02:26 AM
Try this if you plan on using brushes.
http://voodoo.dssghq.net/brokenwall.JPG
When in doubt, draw it out :)
Just draw out what you want on paint, try to solve the best way for optimized brushes as you go. I hope that helps a bit.
Stuka
10-02-2005, 09:50 AM
that would be using clipping wouldnt it?
BLU-82
10-02-2005, 10:20 AM
Read through this (http://forum.interlopers.net/viewtopic.php?t=2251)
If you are using source, then there are a collection of models that you could use.
atamaca
10-02-2005, 10:47 AM
I would not recommend doing it watchtowers way ;)
Why use so many brushes when you can use 1.
Stuka
10-02-2005, 12:54 PM
Originally posted by BLU-82
Read through this (http://forum.interlopers.net/viewtopic.php?t=2251)
If you are using source, then there are a collection of models that you could use.
Where can I find these models?
BLU-82
10-02-2005, 01:30 PM
They are in the props_debris folder.
BlueRideR
10-02-2005, 01:34 PM
if you have HL2 you might wanna take a look at the sdk_d3_c17_13.vmf example map. loads of broken walls in that thing. see how it's done.
they're mostly prop_static's with models from the props_debris folder like BLU said
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