Displacement Question


mojo68
11-17-2006, 01:47 PM
Anyone know how to fix this? I tried sewing, changing power of the displacement and lightmap scale. I have it only in certain places.

Image:

http://www.geocities.com/auburn68tiger/displace.jpg

piu piu
11-17-2006, 02:02 PM
http://www.geocities.com/auburn68tiger/displace.jpg Sorry, this GeoCities site is currently unavailable.

Someth|ngW|cked
11-17-2006, 02:50 PM
Well, that is pretty much the nature of the displacement beast

You can do a few things to fix it though

1 - Make the polys that touch eachother on both displacements on the same level, not just sewn but a flat surface (only the row of polys tha touch)

2 - Use a smoothing group

Ca-Chicken-Soup
11-17-2006, 03:01 PM
What wicked said, I find 1. works better than 2., I have trouble noticing much of a difference with smoothing groups.
Also that is far too many displacements to be using anyway, the whole back wall should just be one really. Or you could do it the Valve way (which looks prettier) which is to have most of a wall a world brush, then do func_details for the extra destroyed bits, then a displacement on the top surface for a rounded edge. Have a look at the sdk_flash or decompile argentean and have a look at the edges of the station around the middle flag capture area.

Someth|ngW|cked
11-17-2006, 10:58 PM
Yeah, you should not be using multiple displacements for that wall, i would just do what he said and use brushes for the wall and displacements for the broken edges

mojo68
11-17-2006, 11:35 PM
Thanks for the response guys. Will look at both maps. I hope I have not been doing it the hard way for this long! :rolleyes:

TheSurgeon
11-18-2006, 08:47 AM
You also get problems like that if the hidden faces are turned to displacements, so make sure only the visible ones are displacements and destroy the others.

That is too many displacements for that wall, but it's still better to use a couple of brushes vertex-edited to the rough shape you want (making sure they're 4 sided so they'll work as displacements) instead of one, otherwise you end up with the texture stretching you've already got along the top of those brushes.

mojo68
11-18-2006, 09:26 AM
Thanks Surgeon! I had most of my walls displaced on top like the others said (most of the wall being a brush with the top pieces vertex-edited). But the destroy part that you suggested just saved me a lot of rework! Never even thought about that. Thank you!

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