Texture Caved in/Dilapidated Roofs

Jan 20, 2010
1,317
902
I'm going to need some Caved In and Dilapidated Roofs for my map (corrode) somewhat soon. I'm not quite sure how I'd describe them but if anyone's willing to make them for me, let me know.

I'm sorta thinking things like this:

somtwp-roof.jpg


mcs_train_station_28_roof_caving.jpg


Edit: Bugger, meant to post this as a MODEL. I can't delete this or change it but just to emphasize, I'd like these to be models, not textures. Thanks much :D
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Why do they look horrible? are you doing them wrong? They light and bake good, the textures match brush textures exactly.

If you take your time and paint them carefully they should be just fine. (sure if you make them all rough and crappy bumpy they'll look bad - but that's just sloppy technique whether it's roofs or ground)


ctf_orient_b3_red.jpg


all those roofs are displacements
 
Jan 20, 2010
1,317
902
Why do they look horrible? are you doing them wrong? They light and bake good, the textures match brush textures exactly.

If you take your time and paint them carefully they should be just fine. (sure if you make them all rough and crappy bumpy they'll look bad - but that's just sloppy technique whether it's roofs or ground)


ctf_orient_b3_red.jpg


all those roofs are displacements

I've seen plenty of displacement roofs. What I want is entirely different than that picture.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I don't know what you're talking about, sgtfrag is right, displacements are perfect for this. And from what it looks like, you're going to need very specific pieces and unique fits, the kind of fit only someone with the vmf can handle. YM was ingenious to design the displacement dilapidated-areas in manor, that's testament to what you can do with displacements.

If you're dead set on making models out of these, why don't you learn it yourself? I highly doubt anyone is going to want to spend 30-40 hours making dilapidated roofs for you that are specific fits, and will probably see use only once.
 
Jan 20, 2010
1,317
902
I don't know what you're talking about, sgtfrag is right, displacements are perfect for this. And from what it looks like, you're going to need very specific pieces and unique fits, the kind of fit only someone with the vmf can handle. YM was ingenious to design the displacement dilapidated-areas in manor, that's testament to what you can do with displacements.

If you're dead set on making models out of these, why don't you learn it yourself? I highly doubt anyone is going to want to spend 30-40 hours making dilapidated roofs for you that are specific fits, and will probably see use only once.

I will check out Manor and see how he did it. The only displacement hole I can think of is the building beside CP A but I might be wrong.

Edit: I see the Ceiling of CP C is a bit of what I am going for. It's not... exactly what I want (I'm going for something more industrial) but maybe it'll work. I'll try it.
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
If i can guess at what your trying to do...

Make the image of what you want before hand without displacements and horizontal (not bent)... Use the roof texture and some of the rebar or tension netting textures in the middle of the brush to get the "supported by rebar feel"...

Steff0o did something like that for the point in Ventoux (or Coalburn I guess its called now)... So look there, thats what I'm talking about...


THEN select it all and displace it all at once so the stuff stays together.