Displacement issue

maxkm5st1

L1: Registered
Aug 24, 2016
11
1
I very recently started mapping and wanted to make a Frontline KOTH map. I started to work on displacements, and when I ran into problems all signs pointed to this guide: http://tinyurl.com/hrp2zc6 The pictures wont load for me so I am still in the dark, any help is appreciated. A key point of the mid is a trench, I wanted it to cut across diagonally and have it, and the terrain around it all be bumpy dirt. (see picture) My problem is I cant figure out how to make the displacements without clipping brushes and again, any help is very appreciated, thanks!

psfNPZU.jpg
 

NotSoHoriz

L3: Member
May 20, 2016
135
41
I very recently started mapping and wanted to make a Frontline KOTH map. I started to work on displacements, and when I ran into problems all signs pointed to this guide: http://tinyurl.com/hrp2zc6 The pictures wont load for me so I am still in the dark, any help is appreciated. A key point of the mid is a trench, I wanted it to cut across diagonally and have it, and the terrain around it all be bumpy dirt. (see picture) My problem is I cant figure out how to make the displacements without clipping brushes and again, any help is very appreciated, thanks!

psfNPZU.jpg
For the brush with the "?" make a brush with the height of the trench, then clip it to match your layout. Turn the visible sides to displacements ,and line it up to make your cliff. I can't tell if this is what you want since you don't have any screenshots.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
451
458
This is probably the way that I'd lay out my displacements: (I've also included possible displacements for the trench, if that's what you need)
Possible displacement layout.png

This may need more displacements, however you can use power 2 instead of 3 if they become too small.
Usually I just use the vertex tool to modify brushes before turning them into displacements.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Displacements have to have 4 sides at all times. No more, no less. Anything other than 4 will break your compile. The way theatreTECHIE laid it out is the way to do it.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Haha! I'm very used to such weird situations. If you need to be consistent about powers and density, something like that could do:
psfNPZU.jpg

What @Umaroth-24 was talking about, I don't really trust this method:
psfNPZU (1).jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
You could also experiment with making a square that's the size of two of those triangles, and then collapsing all the excess points down to the intended edge, but that might create errors when you start the map in-game because there are so many points at the same coordinates.