Hammer doesn't like this displacement

Blinx

L69: Deviant Member
Mar 14, 2016
69
51
5CV1EpE.jpg


So I'm trying to turn this brush into a displacement (only the face that's primarily facing the camera), and while Hammer initially does allow me to do this, if I try to compile later, I get an error saying it's a non-quad displacement, what about this face isn't agreeing with Hammer? It's 4-sided, I'm using a power of 4. I can only guess that it's because of the slightly weird way it's being bent but that's still really strange
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
It's an invalid solid as I can see, Hammer only allows convex (is it the right word?) brushes, so you cannot compile your map with such a brush.
EDIT: Don't use power 4 displacements, even compile log will tell you not to.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Displacements need to be squares. Displacements need to be valid brushes. Displacements need to be Convex.
Also, what the hell is that in that picture if i may ask?
 

Blinx

L69: Deviant Member
Mar 14, 2016
69
51
So I guess I need to chop it up in a couple places so they're convex, and use power 3, probably will just start over in that case.

Displacements need to be squares. Displacements need to be valid brushes. Displacements need to be Convex.
Also, what the hell is that in that picture if i may ask?

It's meant to be a mountain that has an interior, it's obviously very early stages and this issue meant I had to delete many of the sides.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
It's meant to be a mountain that has an interior, it's obviously very early stages and this issue meant I had to delete many of the sides.

I'd say build it with squares and then morph the shape with displacements into the shape you're looking for, similar to the techniques shown in this video
 

Blinx

L69: Deviant Member
Mar 14, 2016
69
51
I'd say build it with squares and then morph the shape with displacements into the shape you're looking for, similar to the techniques shown in this video
Might be an idea, I usually dislike the idea of having a displacement's vertex's nowhere near where the visible geometry is but in this case I might have to make an exception
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
ah, the days before I mapped for tf2, classic hl2ep2

oh yea, displacements need a nodraw underneath it so light doesn't leak through
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
ah, the days before I mapped for tf2, classic hl2ep2

oh yea, displacements need a nodraw underneath it so light doesn't leak through
What? Displacements block light coming from both sides. The only thing you have to watch out for is if a lightmap is intersected by a displacement, which results in light appearing to "leak" underneath the displacement, which can easily be fixed by placing a blocklight texture straight behind the displacement.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
ah, derp