Connect two layers of displacments

Discussion in 'Mapping Questions & Discussion' started by Simulacron, Feb 27, 2016.

  1. Simulacron

    Simulacron L6: Sharp Member

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    Hello,
    I try to connect two layers of displacements to get a hill, that is going upward.
    I created the displacments like this:[​IMG]
    After that I used the Option "raise to" in the paint geometry-tool:
    [​IMG]
    My question is how to sew the displacments at the bottom together and how to get rid of this lower part of
    the rock?
    [​IMG]
    Thanks for your help!
     
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    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.

    [​IMG]

    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:

    [​IMG]

    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.

    [​IMG]

    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:
     
  3. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    [​IMG]

    Well I don't have to say anything anymore now that Swordfish already did so.
     
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  4. RodionJenga

    RodionJenga L5: Dapper Member

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    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.
     
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  5. Simulacron

    Simulacron L6: Sharp Member

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    Thank you very much!
    I never thought about using the vertex tool in this case
     
  6. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    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.
     
  7. MrHatlf

    MrHatlf engineer main, majoring in exploiting

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    Then again, some people kind of screw up vertex editor, disallowing them to use use the displacement tool.

    I myself have encountered this.