Displacement Floors, How?

Discussion in 'Mapping Questions & Discussion' started by devvon, Sep 11, 2016.

  1. devvon

    devvon L1: Registered

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    Hi guys, I'm new here. I made this thread because everytime I tried making a map, I got stuck in the displacements part. Because you know, the natural floor is a great height variant and pratically a must in maps, but I never realized how to do floors in the right way, then I downloaded some maps just to see the way Valve do, and also the way the community do.
    So I realized there are two more common ways floors are made.

    Gorge is a Valve map I like, where have a good height variation using the floor in the first point. Then I disabled the 3D displacement view and got it:
    [​IMG] [​IMG]
    Valve just do a flat floor with common edges (this one is so hard for me) and paint the geometry. But this seems very confusing to do.

    Then I visited Harvest, a community map with little height variation but cool.
    [​IMG] [​IMG]
    If I destroyed all displacements and ran the map, seems like it would be the same experience, only with aesthetics differences.
    This way of doing the floor is the way I was trying to do. but I was getting stuck because I was trying making a little more variation of height and the problems with edges and sewing and etc made me gave up in making maps. (but I'm back (back again (tell a friend)))

    So... I entered Badlands. The KOTH version. A map with so much height variation by natural floor, I was amazed to know how they made the floor.
    [​IMG] [​IMG]
    [​IMG] [​IMG]
    [​IMG]
    This is just crazy. I'm not sure, but seems like Valve did a floor in only one lay and then painted all the geometry.

    So, how do you make floors? Have some tips? Sorry for the stupid question, for the bad english and all i am just brazileean

    But Thanks!
     
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  2. Crowbar

    aa Crowbar perfektoberfest

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    That's just Valve and @heyo having different styles. I actually prefer Heyo's, it's less confusing, but Valve seem to be very skilled on it.
     
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  3. Muddy

    Server Staff Muddy Muddy

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    There's no one right way to do displacements. Just do 'em however you want.
     
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  4. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

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    I usually make slopes where I want to have a hill and then make it a displacement. Kinda like what heyo did in Harvest.
    I think that what you should do is try and see what way of doing displacements suits you best
     
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  5. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    I do prefer heyo's style. But for gorge i would have done the same. If you only need to do vertical adjustments on a mostly flat floor its best to start out with a flat floor. For cliffsides the ability to sew displacements can be relevant. In giza i have used both methods.
     
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  6. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    I usually add sloped displacements when players need to travel between different elevations. Though I'm moving towards the Badlands style of doing things as my displacements get more and more complex.
     
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  7. devvon

    devvon L1: Registered

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    Thanks!
     
  8. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Which one I pick usually depends on the situation. Havest's raised areas would need to show the sides as well while badlands only needs to show the top face.
     
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  9. Crowbar

    aa Crowbar perfektoberfest

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    Yes, but badlands' disp work could have been made with actual brush height difference had it been less complicated
     
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  10. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Even then it also could have been done without. But displacement art can vary alot depending on the mapper. Some prefer a fully sewable displacement section, some layer the displacements. In the case of badlands i wouldnt be surprised if they first had a more flat ground, then realized that a flat ground doesnt work well, made the pit somewhat deeper and then corrected that with another displacement to prevent a stretched texture.

    It depends on how you plan a map which way you go. You normaly try to use the original idea for the first displacement. When finding a flaw you arent going to remake that whole displacement (you only do that with dev state displacements) and especialy with large mirrored sections its a pain to do so. So fixing a side and adding displacements on top of it to perform the corrections can be the easier way to go. For badlands it resulted in very nice displacements, but maybe it could have been done even better. You dont realy know until someone does that.

    The badlands method has the advantage of not having to make everything sewable and thats something that alot of mappers might like. And i wouldnt be surprised if that should be the way to make displacements. it looks good and can be performed very efficient.
     
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  11. Pocket

    aa Pocket func_croc

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    One thing to keep in mind is that the texture UV gets stretched along with the vertices, so you won't want to stretch the displacement too dramatically. The Harvest hill is like that because it has almost vertical sides; if you tried to make that out of a single flat surface, you'd get really ugly stretching on the sides. So that's an upside to starting with a boxier version of what you'd like to end up with.
     
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