Displacement Error/Glitch Need Help!

Robo-Dale

L1: Registered
Feb 20, 2012
9
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Hey, I'm kinda new to the whole mapping scene in general and making my first map with a beachfront on each spawn, so naturally i use the displacement tool to make a realistic beach. However when I tried to make it this happens. Also it seems to have saved even though i never clicked on it so I seem to be stuck with it and need to figure out how to get these weird spikes off of the grid. They fade away depending on which side your on and in game they block your character visible or not. Just trying to make it slope downward but the spikes seem to make a barrier refusing it to go into a slope. If anyone has any idea as to what is exactly is or how to fix it or better prevent it, by all means tell me cuz at this point it seems like I may have to restart due to this displacement issue. Thank you for reading.

PS. I know its something with the edges not meeting the texture and I keep closing them together but it only causes more of these things to pop up all over and I still am at a loss as to what exactly to do. :/

FN3fq.png
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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Did you displace the whole brush, or just 1 face? it looks like it is the whole brush that was displaced and you just displaced one face. You can destroy the displacement by clicking "Destroy" near the paint geometry tool. This will revert the displacement back to the original brush.
 

Robo-Dale

L1: Registered
Feb 20, 2012
9
1
Thank ya kindly, thought I was screwed there lol, so what should I do to make the beach slope and have said wavy sand effect I'm looking for? Have all faces displaced and put a brush under to stop clipping issues or have just the top portion displaced and have the sides stay the way they are?
 

Robo-Dale

L1: Registered
Feb 20, 2012
9
1
Cannot thank you enough for the sand texture been looking for a good sun bleached beach-esque sand. Greatly appreciated man. :D
 

Robo-Dale

L1: Registered
Feb 20, 2012
9
1
Not to impose, but by chance may I ask another question? It's kinda outta topic but when i downloaded the pack the textures were all in the purple/black checker alpha channel. By chance ya know what's causing this?
 
Oct 6, 2008
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Black and blue checkers in game is a usual indication that cubemaps have to be built have you done that? If not go to the cubemaps tutorial here:

http://forums.tf2maps.net/showthread.php?t=16452

of course you'll have to have at least 1 cubemap entity in your map to make it work - getting them placed differently is another story - LOL
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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That is actually incorrect.

I went through 7 versions of rust and never added an env_cubemap and I didn't have the checkers. The checkers only appear if there are cubemaps in the map, if there isn't any cubemaps, then you don't get cubemap reflections, thus no checkers.

What your issue is that you installed the materials wrong. Make sure that you look at the readme to make sure everything is where it should. (.vtf and .vmf in their respective folders under tf/materials, for example)
 

Robo-Dale

L1: Registered
Feb 20, 2012
9
1
I tried looking for a read me but they don't have one (that I see) I put the materials in tf/materials the maps in tf/maps and the models in tf/models but they don't seem to load any of them. When i pull up the textures they have that checker effect. Do I need to do something to them before extracting them to the folders or is it something else I need to do?
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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I tried looking for a read me but they don't have one (that I see) I put the materials in tf/materials the maps in tf/maps and the models in tf/models but they don't seem to load any of them. When i pull up the textures they have that checker effect. Do I need to do something to them before extracting them to the folders or is it something else I need to do?

Textures for models have to go into tf/materials/models, if that helps.
 

Robo-Dale

L1: Registered
Feb 20, 2012
9
1
I think it may have helped it a little, because now when i reload on a chosen checkered texture it shows white so at least it's doing something different. However it still seems to have that problem and I just know it's something I am doing transfer wise I just don't know what it is. :p