Displacements. Oh how I hate thee

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Displacements. Oh how I hate thee

Postby RK9 Destiny Pulse on Thu Aug 05, 2010 12:15 pm

I'll start right now by saying I despise displacements. They are in my opinion, the single most infuriating part of Source. So I need help. Unsurprisingly.

I'm developing a mod right now and large sections of it require displacements, especially the first couple of maps. The problem is I can never make them look "natural", nor can I get them to sew properly. I should mention I use noise almost exclusively.

I need tips on how to use them :(

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Re: Displacements. Oh how I hate thee

Postby UK_sniper on Thu Aug 05, 2010 6:48 pm

when I used to map, i used to use areas of 512x512 or 1024x1024 set at level 4 so u'd get a pretty large number of triangles to tweek, then set a high radius of effect and a low level of deflection for the displacements. then slowly raise/lower the ground in a roughly circular motion. I found that using this technique gave a more realistic effect for ground and rock faces than using small radius' of effect.

another thing is try and get pictures of something you want to replicate. often helps no end to have something to reference against.

o and small subtle changes always look more realistic than big ones, nature is more often smooth and flowing. rarely jagged and pointy cones ;)

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Re: Displacements. Oh how I hate thee

Postby alias on Fri Aug 06, 2010 3:55 pm

Displacements are the tool that require alot of practice but are worth learning.

This is an old map of me that contains some progress on displacements but isnt finished (and NEVER will hence i gave it).

Take a look in this on how you should make them. Hint: block it out before detailing it. By blocking it out and making it a displacement to ensure they work for sewing it will be easier to test it early. When they have proven to work you detail them and when they failed you dont and simply remake it without spending alot of work.

Its mostly practice and make sure to look to alot of tutorials.

But most important is to learn to vertex manipulate them into a way they allways match up on the edges for sewing. If you can sew them detailing is easier.

And make sure to read this: http://forums.tf2maps.net/showthread.php?t=798
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