Smooth wall-rubble..
Bolteh
02-03-2006, 04:01 AM
Posted this in the Tutorials subforum, but hardly anyone checks that forum, so I'm going to try again here.
In most (read all?) of the DoD:S maps, the destroyed walls have a smooth ruble edge, I was wondering how to get that smooth effect, because it really looks better than the hard-edged ones..
I figured it would be the displacement/subdivide tool, but that stretches the textures beyond any hope, also you can't make displacements func_details, so it might get hard while rendering. So I guess that's not it?
Could anyone give me a few pointers here?
otF yetihw
02-03-2006, 04:18 AM
Actually I'm pretty sure it is displacements. I tried it recently and it kind of worked. You need to change the face or whatever in the displacement window from Normal to X or Y and stuff... Best thing to do is decompile an official map and take a look
Furyo
02-03-2006, 04:44 AM
displacements are the most common, but you can find models too.
El Capitan
02-03-2006, 04:52 AM
Yup, take a look at flash for example. The first ruined building you come across is actually a model. The wall behind this is a displacement surface.
Bolteh
02-03-2006, 05:50 AM
Aha, I looked over the fact that it could be displacement only :) don't know how I got at the subdivide idea.. Thanks a bunch, this will surely fancy my destroyed buildings up :)
CoolHand
02-03-2006, 09:01 AM
displacement are very cheap to render by the engine, so don't worry about it.
Bolteh
02-03-2006, 10:11 AM
Got a new problem, this shows up in the compiling log:
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
I guess this is a texture that should place foliage sprites all over the texture? But ingame it doesn't show the plants/grass.. How do I fix this?
Furyo
02-03-2006, 11:06 AM
the information for the havana detail is likely not contained in the dod source details.vbsp.
I think you're going to have to edit the texture yourself and have it as a custom one.
Bolteh
02-03-2006, 11:46 AM
I'm mapping for CS:S atm, so that shouldn't be a problem?
I use vertex manipulation to get the walls as accurate as possible, then subdivide, then use Raise To with some small numbers to get a consistant roundedness for the edges, then use some Raise/Lower to make it natural. The stretching is usually minimal, but a little bit usually make it feel natural.
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