Bug with vertex tool and concave brushes, need help figuring out how to fix

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goem

L3: Member
Sep 15, 2016
104
83
Basically, I want to move one corner of a rectangle brush in on the X and Y axes to create a slanted brush so that it aligns with a trapezoidal displacement brush, but whenever I do it it creates a concave brush such that when I reload or compile the .vmf it screws up the brush entirely. Here's an image showing what's happening:

fgmRI2q.png


EDIT: Nevermind, I went back and just redid all of the displacements to not have trapezoids.
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
Source doesn't support concave solids. You need to use additional brushes to achieve what you want.
 

goem

L3: Member
Sep 15, 2016
104
83
Source doesn't support concave solids. You need to use additional brushes to achieve what you want.

Yes, that's... exactly what I'm saying. I can't make it work because it's concave. The point is that I can't figure out any way to use additional solids to create those slopes while still being displacement-able, because displacements don't like triangles. It might just be easier to completely redo the whole other trapezoidal displacement as a rectangular brush, even though it's gonna be bumpy and ugly.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Right, you need to either use more brushes in your displacement or your brush in the OP or both. There is no workaround. Your displacement will not necessarily be ugly, you just need to spend time massaging it into shape.

Bear in mind it's okay to tuck bits of a displacement under other brushes or things if necessary. You can also use certain details (like rock piles, wood debris, brush, overlays, etc) to disguise places where you have two displacements meeting that won't otherwise sew, for whatever reason.
 
Oct 6, 2008
1,947
445
make a cube and then put a triangle piece on the end of it - for non displacement

make a cube and then a smaller trapizod on the end - for the displacement part
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
You are trying to create something that violates the very laws of euclidean geometry.

Get out a piece of paper. Put it on your desk. Now grab one corner and lift it up, such that the other three corners are still touching the desk. The paper's not flat anymore, is it? But what you want is a surface that's still flat even though one of the corners is aligned differently from the other three. And that's not possible, even in a virtual environment. It's like trying to divide by zero.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Bear in mind you can use the "smooth" function of the displacement tool on each axis on vertices of separate displacements to join them when they're not actually touching.