Vertex tool can go kill itself.

Starbound

L1: Registered
Apr 23, 2014
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So how do you actually make a mountain using like the displacements tool cause I tried it with the vertex tool and this seems impossible
Like The Vertex tool is the most useless thing and I think even the craving tool has more uses
My plan was to have a giant mountain with a flat top on top of it all where the final control point would go.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
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178
Brushes can't be convcave, and most likely, that is what you created using the vertex tool incorrectly.

So, yes, you'll either need to use the displacement tool (probably the best option) or you'll need to make those mountain shapes out of multiple convex brushes.

https://www.youtube.com/watch?v=04cVm3bwM3s
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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The vertex tool is the easiest to cause problems with because it is the most powerful. It lets you do anything and leaves it up to you to do it correctly. That doesn't make it bad, it just needs experience.

Terrain should always be done with displacements.
 

YM

LVL100 YM
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Dec 5, 2007
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The vertex tool is the easiest to cause problems with because it is the most powerful. It lets you do anything and leaves it up to you to do it correctly. That doesn't make it bad, it just needs experience.

Terrain should always be done with displacements.

1000x this.

The video beetle suggested is an ok intro to displacements, here's the wiki page too: https://developer.valvesoftware.com/wiki/Displacement

Also, read up on the vertex tool too: https://developer.valvesoftware.com/wiki/Hammer_Vertex_Tool
 

xzzy

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Jan 30, 2010
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My only beef with the vertex tool is you can't undo anything until you shift out of vertex edit mode.

Other than that it's the most useful tool in Hammer.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
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I want to see Valve add a craving tool to Source 2. I don't know what it would do, but I want it.

I want to see them add displacement editing options that allows you to pull or push vertices based on direction of the camera.
 

Starbound

L1: Registered
Apr 23, 2014
8
2
but the thing is is that I already know the basics and everything about displacements I'm just trying to create like a giant mountain (or one that looks bigger then everything else) and I've tried some different ways the problem is that when you try to rise a block that inset already that high it glitches the texture and it's a lot hard to flatten a block that's already at height to the level you need it IE spikes and sharp edges that make it look like a mountain.
If that makes any sense.
 

xzzy

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Jan 30, 2010
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I want to see them add displacement editing options that allows you to pull or push vertices based on direction of the camera.

How about modifying vbsp.exe to function as an exporter for blender or 3dsmax so we can use tools that are actually good at editing meshes to edit meshes. :O
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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I want to see them add displacement editing options that allows you to pull or push vertices based on direction of the camera.
It's been there for about three years ;)
screensculpt.png
 

seth

aa
May 31, 2013
1,019
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but the thing is is that I already know the basics and everything about displacements I'm just trying to create like a giant mountain (or one that looks bigger then everything else) and I've tried some different ways the problem is that when you try to rise a block that inset already that high it glitches the texture and it's a lot hard to flatten a block that's already at height to the level you need it IE spikes and sharp edges that make it look like a mountain.
If that makes any sense.

PLEASE use punctuation in your posts as it's really hard to decipher what you're saying.

There are not going to be any sharp edges in any organic shape. That doesn't happen. Displacements will look far more real than anything vertex editing can do and it will be far easier. You say you already know "everything about displacements" so quit whining about the vertex edit tool and use what you know about displacements to create the mountain. And what do you mean about texture glitches? Do you have a picture?
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Like The Vertex tool is the most useless thing and I think even the craving tool has more uses
Story time.

The other day I had a pitched roof on a diagonal building, and I wanted to chop the bottom off a straight brush I was setting on top of it. Slice tool was useless, and vertex editing would have been a pain since I couldn't gauge from either of the 2D viewports where the two intersected. So I figured, OK, fine, I'll just carve this. It's simple enough that it can't possibly fuck it up, at least.

My SKYBOX got hacked up.

I repeat. The SKYBOX, which I had not selected and didn't even have visible at the time, got hacked up into pieces, which I found out because some of them BECAME visible at that time, for reasons that remain unexplained.

This is how terrible Carve is. It literally breaks the very laws of reality. If you don't believe me I can do it again and record it so that you can see the insanity in action.
 

Crash

func_nerd
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Mar 1, 2010
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but the thing is is that I already know the basics and everything about displacements I'm just trying to create like a giant mountain (or one that looks bigger then everything else) and I've tried some different ways the problem is that when you try to rise a block that inset already that high it glitches the texture and it's a lot hard to flatten a block that's already at height to the level you need it IE spikes and sharp edges that make it look like a mountain.
If that makes any sense.

Are you making a flat displacement and then dragging it up to be your mountain? If so, that's not the proper way and is what is causing your texture stretching. Build up your blocks tall in a shape similar to what you want your mountains to be and then displace them so they sew together.

Check out how official maps do it. Use the Displacement Draw 3D button :)disp3d:) to toggle them in their displaced state vs brush state. You can see how they have theirs set up. Gorge is a good map to start with.
 

xzzy

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Jan 30, 2010
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531
Upward is pretty good too, especially around the cliff route where you can pick up on technique for keeping all the seams lined up.

Valve really likes making a lot of small displacements rather than a few big ones which may not make sense at first but the more you mess with them the more you realize it's the easy way to do it.. minor adjustments won't require redoing every single displacement.