Displacement Creation Flattening Brushes?

Apollo 11

L1: Registered
Nov 3, 2015
3
0
When I open up the face edit tool and click "Create," the brush I was editing becomes completely flat except for the face I was working on. The rest of the faces of the brush are gone, leaving just 1 infinitely thin face. Have I done anything wrong? Is there any way to fix this? I'd kind of like to keep my brushes while detailing.

Thx
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
I think this is what it's meant to do. Displacements are faces, not brushes, so this sounds about right. You can't keep brushes and have them be displacements, AFAIK (also remember to seal under displacements with nodraw)
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Yeah, that's what's supposed to happen when you create a displacement - it becomes a one-sided mesh that you can sculpt. If you want multiple sides of the brush to become displacements, select all the faces you need before hitting Create. Like JMaxchill said, displacements will no longer seal the map (or cut visibility) like the brush they came from, so be careful where you use them.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Quick tip: if you make one face a displacement and then decide you also want to convert some more faces into displacements, click on this icon (the one where my cursor is):
Trrk1WM.png


It'll make all faces of a brush visible even when one or more faces have been turned into a displacement!
z3mRkhV.png
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Quick tip: if you make one face a displacement and then decide you also want to convert some more faces into displacements, click on this icon (the one where my cursor is):
Trrk1WM.png

I will note lie, that is awesome
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
And while you're learning stuff on that bar...

:disp3d: will enable/ disable displacements, so you can look to see what the underlying brush looks like. This is useful for checking out how other decompiled maps set up their displacements.

:dispcollapse: shows you where your displacements are connecting together (and can sew) when your brushes aren't the same resolution. Sort of like locking those vertices down onto the adjacent brush that doesn't have a separation in between.

:dispwalk: will show you in yellow where you displacements won't allow players to walk up. I've found it isn't always 100% accurate, though.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
I can't hold all these ratings
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
You have 26. They could fit into one hand.