Discussion in 'Mapping Questions & Discussion' started by LuisReefTank, Dec 7, 2011.
How would one go about fixing this?
are the displacements sewed together? overlapping displacements could cause this.
I'd think that it isn't that, since it looks like everything is sewn, but overlapping displacements can cause this....
For some odd reason, your lighting looks funny, I'm going to think that you should look into your env_lighting and any other lighting you might have on the map as a possible culprit.
It could also be the bug that has popped up now and then after the Late october Hammer break/fix/break/fix/pseudo-break.
That looks like a 3dskybox boundary. Or not. Either way, displacements have funky lighting, so the shadows sometimes break at edges. If this is a 3Dskybox, hide the boundaries from the player. If it's a playable area, make several smaller disps?
What i did was create a big brush and cut it into smaller brushes and use the displacement tool to obtain smoother displacements.
Usually those kinds of shadows are caused when the side of a brush is also displaced, rather than being culled. You should only select the top face to be dispalced otherwise the whole brush is rendered in a displacement mesh, when you only need/want the top face.
The shadows are caused because displacement faces are automatically put into lighting groups, unlike brush geometry. So shadows often bleed around corners. You can see this for yourself by turning walls into displacements, the shadow will blend around the corner, rather than produce the crisp shadow/lit you would normally find at corners.
What you see here is the sides under the surface are in total shadow and that shadow is bleeding to the surface, but the important thing is that those faces should be deleted regardless and the shadows will disappear inadvertantly.
Grazr's answer is the one I'm backing.
I hate to state the obvious but maybe its just the ground texture that has dark edges in it.
No, it's not the texture.
I've actually seen a similar post here before. I think the problem was lightmaps getting messed up on big displacements. Try using a few smaller ones and see what happens. Make sure to make them with the new brush tool instead of the clipping, because that could be part of the issue.
Separate names with a comma.