Terrain Question

andylegate

L1: Registered
Nov 10, 2011
5
0
I've been reading through the many tutorials / guides / tips here, and first thank you very much each and everyone of you for taking time to share your information and expertise. Having written tutorials for making levels in a game, I know how much work can go into it.

Being new, one of the bummers is having to learn the new terminology that is used with each different game. Some things stay the same, but others will be different and it's just a fact of life. heh.

However, I'm trying to find information on making Terrains for a TF2 map, and searching the forum shows little information (I'm about to go Google it, as Google is your friend, but dreading the massive amount of links I'll most likely see).

Am I correct in assuming that you can create your custom terrian(s) in your favorite 3D program (I used Max 7, 8, and 9, and also Blender 2.49b), and then follow the steps listed here in this thread:

http://forums.tf2maps.net/showthread.php?t=838

Or am I about to go down the wrong road on this? I'll most likely learn a lot even if it is the wrong path to take, but it would be nice to find some info on this if it is about. I may have missed it (lord knows I need new glasses).
 

andylegate

L1: Registered
Nov 10, 2011
5
0
usually displacements are used for terrain

I was just reading about displacements! That terminology thing again! Heheh. In some ways it looks a bit like a "Terrain Editor", but only superficially.

This is great! Thanks for the tip!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I guess it's not widely covered because it's a basic part of the level design tool, like making your first brush or placing a spawn point. I mean Source debuted in 2004 so this isn't exactly new technology, it's nearly a decade old.

"creating terrain in Source" should have given you the appropriate resources right off the bat. In fact this is the first link: http://www.littlelostpoly.co.uk/devblog/?p=295.
 
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andylegate

L1: Registered
Nov 10, 2011
5
0
Ah, see that was my mistake. My search phrase was:

"Making Terrain" in this forum.

Then I used:

"Making Terrain In TF2" on Google, and saw links to "Displacement", Which I read, and went:

"ooooooh! I get it!"

"Displacement" actually makes more sense to me, since that's what you are doing to the faces in the first place! ;)

Of course, that didn't actually answer my original question: Can I import a custom made terrain that is a static mesh from a 3D modeling program using the method I linked above?

I'm pretty sure the answer is "Yes", but for now I'm having too much fun with the Displacement tool, heh.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Of course, that didn't actually answer my original question: Can I import a custom made terrain that is a static mesh from a 3D modeling program using the method I linked above?

I'm pretty sure the answer is "Yes", but for now I'm having too much fun with the Displacement tool, heh.

You can, but it's a terrible way to do it. Souce is not a mesh based engine.
You build your basic terrain with displacements and brushes, and then afterwards you can detail it with smaller individual custom models if you want to.
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
I usually use these 2 settings for most displacements. Much better than the default settings it gives you

Pick X Y or Z
Displacement:
http://tf2newbs.com/newbs_upload/disp1.jpg

Smoothing:
http://tf2newbs.com/newbs_upload/disp2.jpg

Then you can go back and tweak after you got your rough shape.

-Remember just to select ONLY the faces you are displacing before you Create.
-Adjacent displacements must be aligned perfectly for sewing/auto-sewing to take effect.
-For a 250x250 square, 3 subdivides (power) is good. 500x500, 4 subdivides (power) good.

Use this button to toggle on/off displacements:
http://tf2newbs.com/newbs_upload/disp3.jpg

Good luck!
 
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