Connect two layers of displacments

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Hello,
I try to connect two layers of displacements to get a hill, that is going upward.
I created the displacments like this:
E74E2AD0940F8872637BECBDB07F66F1BFD93813

After that I used the Option "raise to" in the paint geometry-tool:
8B5B6CE2E509F843D56A2F5DAA4F7C1AA1F1CC8A

My question is how to sew the displacments at the bottom together and how to get rid of this lower part of
the rock?
2D902391A73DDE38AF79A44CD5724A93D095AE9B

Thanks for your help!
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Displacements only sew when the brushes that they're made from are aligned - not the displacement vertices themselves. You've shifted the displacements down but not the brush - the brush still looks like this, as you'll see if you check it out in the 2D views while it's not selected.

N8BK98l.png


This doesn't sew with any of the brushes around it because, well, you can see that the top of the brush (the dirt texture) is nowhere near any of the snow faces.

Instead of doing what you're doing, I would skew the brush down like this:

joCGTh4.png


You see what i'm doing? You can Skew or Vertex Edit ( :vertexmanip: ) the brush to do this - Vertex editing is better, it'll be easier to line it up. Now the top face of the brush is perfectly aligned with the top face of the brush with the snow texture and you can sew them easily.

What you CAN'T do is below.

Ay8VtBp.png


Faces with displacements on ALWAYS have to have four sides, and the yellow face has three, though they can be whatever lengths they want. (So you can have the edge at the bottom only like 32hu long, though i wouldn't. (When the vertexes of displacements get very close together they do strange things, including potential crashes.)

As for deleting the part of the displacement hidden underground - you don't need to. No-one can see it, and it won't hurt your optimisation very much.

Hope this was helpful! One other trick you can use - the "Mark Walkable" button highlights all the areas of displacements you can walk on. If it's not highlighted you have to jump up, which tends to be annoying to players. That button looks like this: :dispwalk:
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
After deleting everything that's exactly what sword just said, i have:

You have a few options on what to do with the side displacement
1- using paint geometry set to the z axis, squish the lower edge to as close to a triangle as you can get (this will distort the texture, look bad, and never really get to a triangle anyway)
2- have the extra bit go underground, out of view of players (simplest?)
3- destroy the side displacement entirely and use retaining walls or the like to edge the ramp. Valve seems to do this a lot (upward and borneo first come to mind)

Also, looks like you turned all the faces of the block into displacements. Destroy all the non-visible ones, especially if they're pressed right up against other displacements or blocks, since there's no need to render them and they may cause errors.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
Thank you very much!
I never thought about using the vertex tool in this case
It's always best to have your brushes as close as possible to what you'd like your displacements to look like, eg. hills should be ramps rather than flat ground, shallow pits should have sloped sides, etc.
 

MrHatlf

engineer main, majoring in exploiting
Feb 6, 2013
79
40
Thank you very much!
I never thought about using the vertex tool in this case
Then again, some people kind of screw up vertex editor, disallowing them to use use the displacement tool.

I myself have encountered this.