Displacement Creation Flattening Brushes?

Discussion in 'Mapping Questions & Discussion' started by Apollo 11, Nov 11, 2015.

  1. Apollo 11

    Apollo 11 L1: Registered

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    When I open up the face edit tool and click "Create," the brush I was editing becomes completely flat except for the face I was working on. The rest of the faces of the brush are gone, leaving just 1 infinitely thin face. Have I done anything wrong? Is there any way to fix this? I'd kind of like to keep my brushes while detailing.

    Thx
     
  2. JMaxchill

    JMaxchill L5: Dapper Member

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    I think this is what it's meant to do. Displacements are faces, not brushes, so this sounds about right. You can't keep brushes and have them be displacements, AFAIK (also remember to seal under displacements with nodraw)
     
  3. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Yeah, that's what's supposed to happen when you create a displacement - it becomes a one-sided mesh that you can sculpt. If you want multiple sides of the brush to become displacements, select all the faces you need before hitting Create. Like JMaxchill said, displacements will no longer seal the map (or cut visibility) like the brush they came from, so be careful where you use them.
     
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  4. Muddy

    Server Staff Muddy Muddy

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    Quick tip: if you make one face a displacement and then decide you also want to convert some more faces into displacements, click on this icon (the one where my cursor is):
    [​IMG]

    It'll make all faces of a brush visible even when one or more faces have been turned into a displacement!
    [​IMG]
     
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  5. MoonFox

    MoonFox L10: Glamorous Member

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    I will note lie, that is awesome
     
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  6. Crash

    aa Crash func_nerd

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    And while you're learning stuff on that bar...

    :disp3d: will enable/ disable displacements, so you can look to see what the underlying brush looks like. This is useful for checking out how other decompiled maps set up their displacements.

    :dispcollapse: shows you where your displacements are connecting together (and can sew) when your brushes aren't the same resolution. Sort of like locking those vertices down onto the adjacent brush that doesn't have a separation in between.

    :dispwalk: will show you in yellow where you displacements won't allow players to walk up. I've found it isn't always 100% accurate, though.
     
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  7. MoonFox

    MoonFox L10: Glamorous Member

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    I can't hold all these ratings
     
  8. Zed

    aa Zed Certified Most Crunk™

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    You have 26. They could fit into one hand.
     
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  9. MoonFox

    MoonFox L10: Glamorous Member

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    victory of the day