Overlays on displacement surfaces not displaying correctly


Brooker
04-08-2006, 01:52 PM
I've checked the brush face is assigned.
I've tried changing the render order.
I've ensured my map is sealed and has no leaks
I've got all the settings max'ed.
I've rebuilt cubemaps.

And yet my overlays still don't display on displacements.

I'm obviously do something noob-tastically stupid, but I've had no joy.

Can anyone give me a handy hint?

cheers!

KominAaa
04-08-2006, 02:22 PM
are you sure its a displacement,perhaps its a prop texture ? :)

Maybe you should make sure :

The brush face is assigned.
Youve tried changing the render order.
Youve ensured your map is sealed and has no leaks
You've got all the settings max'ed.
You've rebuilt cubemaps.

Brooker
04-08-2006, 02:44 PM
Maybe I should have made sure I had a light_environment in my map :rolleyes:

That's the problem with creating testmaps... I keep forgetting to add that one damned thing!

Anyway, proved that some decals / overlays work very nicely on displacement maps, so I can make my cliff-faces look nice and interesting, and break up repeating grass patterns too.

But a general question about displacement maps - is it better to have several small ones sewn together, or one big one? Obviously I may have to have a high power figure on a big area, so I can make reasonably smooth features... which one's best for performance? And which keeps the bsp size down best?

KominAaa
04-08-2006, 03:15 PM
Anyway, proved that some decals / overlays work very nicely on displacement maps, so I can make my cliff-faces look nice and interesting, and break up repeating grass patterns too.

NEVER use decal on displacements,or at the proximity of a displacement,they tend to "bleed" on them or float on the displacement face its applyed to.
Only overlays.

But a general question about displacement maps - is it better to have several small ones sewn together, or one big one? Obviously I may have to have a high power figure on a big area, so I can make reasonably smooth features... which one's best for performance? And which keeps the bsp size down best?

Power 2 sewn together most of the time.
Dont go more if you dont really need to (need very precise blending or something really special...)

Power 2 keeps the size down I guess but im not sure since lightmaps dont depend on the power,but its still less heighmap data to handle...

Brooker
04-08-2006, 03:23 PM
Cheers Kominaaa, I'd noticed the decals problem happening... texture fighting and weirdness. It's a shame, cos some of the decals would make great overlays :(

Just like some of the model textures would be great to have as normal ones too.

KominAaa
04-08-2006, 03:39 PM
I mean you can use "decals" as textures using overlays.

just dont place decals instead of overlays on them.

overlays should be kept for brush far from displaces.

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