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CP Myrtana a52

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
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right, i promised screenshots

cp_myrtana_a90003.jpg
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Brightly lit towers with the huge-ass dark tops on them.

wat
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
and just like that, i learn that instances dont quite work right with displacements

at least i guess not angled ones

seems like displacing the displacement ignores instances rotation

nZyWYh5.png

DvVNgKW.jpg


o well, ill just hope that working with castle in the instance and castle displacements in the main map wont be too awkward

or i can just collapse for every compile lol

i do have some more instances with displacements that seem to work right, although it might be simply because they arent displaced enough to notice
 
Last edited:

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Making the whole final point rotated like that wouldnt even be noticible and definitely not worth the effort in this situation
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You don't want displacements in instances. I used them on Snowville, not even angled, and they were an absolute pain. Biggest problem is that you can't sew them between instances which makes them a pain in the rear to use. I guess you could make an instance with just the displacements but by that point you should just have them in the map's main vmf.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Making the whole final point rotated like that wouldnt even be noticible and definitely not worth the effort in this situation
It lets me move the castle closer in making the area smaller, fill out some unused space on the right side while creating more space on the left that i can fill out with turning the house there 90 degrees which in turn allows me to cut about 512 unit area behind that house out and make the area even smaller and cozier, also makes one castle entry as clearly the main one which should help funnel players a bit more, also lets people get into the castle a second faster and since the run is longish, every second counts and as every angled geometry, breaks up orthogonality

and for that all i have to do is either redo tower shape in nondisplaced brushes or move towers to main map and do the ground displacements around the instance which should be easy enough

tldr - i disagree and its already done anyway