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Tarry H Sruman

Large Orphanage Proprietor
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Jul 31, 2011
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If that's a center CP (first image) you should have some better access to it, maybe try adding some higher ground on either side for flanking options, with the ability to jump down onto the point from above.

quick example:
MeZTP.jpg

A couple of things:

The point itself is already directly accessible by jump classes from the existing platform (the red one in the screenshot).

Adding high ground over that particular area would potentially open up some pretty nasty sightlines.

Mid probably needs a high ground, but I'm going to wait for the a1 test to see how it would be best implemented.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
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A couple of things:

The point itself is already directly accessible by jump classes from the existing platform (the red one in the screenshot).

Adding high ground over that particular area would potentially open up some pretty nasty sightlines.

Mid probably needs a high ground, but I'm going to wait for the a1 test to see how it would be best implemented.

Ah gothca, I think the angle of the shot makes the perspective seem off so it looked like your current two ramps were much smaller then they appeared. Still a little worried about limited access, especially it being a dead straight line across the point, but that'll be toned down in testing.
 

Jeremy

L11: Posh Member
Oct 24, 2010
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How do you make such nice looking displacements.

I can't even make the ground look natural.


EDIT: Oh my god I missed a page. I was referring to this:
Started work on displacements for clifftop tonight:

1st_point_disp_2.jpg
 
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YM

LVL100 YM
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Dec 5, 2007
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It makes me sad when someone quotes terrible displacements and says "how do you make such nice looking displacements."

As I was gunna say about that screenie anyway: It's an all right start to the displacements but it's really not yet at the bare minimum you need to do to them.

You need to bring in and out shapes to break up the perfectly rounded edges, how strong those shapes are and what style they take is up to you. I generally advise a sharper edge too since there's no nice easy way to blend ground into wall, there's a harsh line between textures, so it seems suitable to keep the geometry of the transition harsh too.

Z variation in the ground (and the middle of the walls too) is always good to break up shapes and help the natural feeling. You should have more than just the slight bowing on the left hand side in at least one small part of this area.

Then don't foget an alpha on that ground as well.

They're good as a starting point, but definitely not as a final product like sir raffi suggests.

Also Raffi, have you ever published any attempt for critique? looking through your started threads shows only 100% flat ground displacements.
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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grazr: that final metal bridge to the drop point needs supports in the water.


Otherwise, looking sexy.
 

Boylee

pew pew pew
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Apr 29, 2008
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It makes me sad when someone quotes terrible displacements and says "how do you make such nice looking displacements."

It makes me sad when someone labels my work in progress terrible. :(

True, they're still not finished but even so it seems a little harsh to describe them as terrible based off that one hammer screenshot. Besides, they're not nearly as uniform as that screenshot suggests, every face has been hand sculpted. Unfortunately, the big one on the right which is the most uniform of the lot is the one most clearly visible. I didn't really spend any time on that one as it's the backside of an out of bounds area. Either way I'm still going to work on them, this is just the first displacement pass going in.

Nonetheless, thanks for taking the time to feedback, your criticisms and advice have been dully noted.

I can't really offer a great deal of advice on displacements Raffi, the best tip I can give is don't stick to orthogonal brushes, venturing away from right angles (and even 45 degree angles) helps with both efficient construction and natural shapes. Oh and don't use subdivide, it sucks. ;)
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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Errr OK...

They're still not finished but even so it seems a little harsh to describe them as terrible based off that one hammer screenshot. Besides, they're not nearly as uniform as that screenshot suggests, every face has been hand sculpted. Unfortunately, the big one on the right which is the most uniform of the lot is the one most clearly visible. I didn't really spend any time on that one as it's the backside of an out of bounds area. Either way I'm still going to work on them, this is just the first displacement pass going in.

I would also like to mention that early on in dev, YM's displacements on Strata sucked... still do a bit.


Should get on that YM.
 
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Wander

L3: Member
Sep 16, 2010
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lighting bug + that grate brush wont show up

I noticed in my map that the lighting bug on the displacements move around when changing the textures lightmap scale

At some places I changed it to 20, which moved the lights away to a place that wasnt visible, and at another displacement i changed the lightmap scale to 64, which seemed to remove the displacements glitched lighting completely
 
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Boylee

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Apr 29, 2008
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I noticed in my map that the lighting bug on the displacements move around when changing the textures lightmap scale

At some places I changed it to 20, which moved the lights away to a place that wasnt visible, and at another displacement i changed the lightmap scale to 64, which seemed to remove the displacements glitched lighting completely (of course keep in mind that this increases your filesize)

I'm pretty certain you have that the wrong way around. Lower lightmap scales result in crisper shadows and higher filesize.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I'm pretty certain you have that the wrong way around. Lower lightmap scales result in crisper shadows and higher filesize.

He's talking about the RGB glitches VRAD has been causing on displacements ever since the last SDK update. purple/blue/shadowy blotches randomly baked onto displacements. Usually this can be avoided by having the displacements well lit, but sometimes you want a contrast between light and dark and you will have to deal with these blotchy marks.
 
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Wander

L3: Member
Sep 16, 2010
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I'm pretty certain you have that the wrong way around. Lower lightmap scales result in crisper shadows and higher filesize.
you're right, my bad :blushing:

point stays, that it might be worth messing with the lightmap scale to see if it fixes lighting bugs on displacements:)