Hammer doesn't like this displacement

Discussion in 'Mapping Questions & Discussion' started by Blinx, Mar 15, 2016.

  1. Blinx

    Blinx L69: Deviant Member

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    [​IMG]

    So I'm trying to turn this brush into a displacement (only the face that's primarily facing the camera), and while Hammer initially does allow me to do this, if I try to compile later, I get an error saying it's a non-quad displacement, what about this face isn't agreeing with Hammer? It's 4-sided, I'm using a power of 4. I can only guess that it's because of the slightly weird way it's being bent but that's still really strange
     
  2. Crowbar

    aa Crowbar perfektoberfest

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    It's an invalid solid as I can see, Hammer only allows convex (is it the right word?) brushes, so you cannot compile your map with such a brush.
    EDIT: Don't use power 4 displacements, even compile log will tell you not to.
     
  3. Lain

    aa Lain Resident wrong opinion holder

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    Displacements need to be squares. Displacements need to be valid brushes. Displacements need to be Convex.
    Also, what the hell is that in that picture if i may ask?
     
  4. Blinx

    Blinx L69: Deviant Member

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    So I guess I need to chop it up in a couple places so they're convex, and use power 3, probably will just start over in that case.

    It's meant to be a mountain that has an interior, it's obviously very early stages and this issue meant I had to delete many of the sides.
     
  5. Lain

    aa Lain Resident wrong opinion holder

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    I'd say build it with squares and then morph the shape with displacements into the shape you're looking for, similar to the techniques shown in this video
     
  6. Blinx

    Blinx L69: Deviant Member

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    Might be an idea, I usually dislike the idea of having a displacement's vertex's nowhere near where the visible geometry is but in this case I might have to make an exception
     
  7. MoonFox

    MoonFox L10: Glamorous Member

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    ah, the days before I mapped for tf2, classic hl2ep2

    oh yea, displacements need a nodraw underneath it so light doesn't leak through
     
  8. Vel0city

    aa Vel0city func_fish

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    What? Displacements block light coming from both sides. The only thing you have to watch out for is if a lightmap is intersected by a displacement, which results in light appearing to "leak" underneath the displacement, which can easily be fixed by placing a blocklight texture straight behind the displacement.
     
  9. MoonFox

    MoonFox L10: Glamorous Member

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  10. Vel0city

    aa Vel0city func_fish

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    The lighting errors the wiki's referring to are the same errors I pointed out, which is a light "leaking" from behind the displacement when it crosses another brush/displacement's lightmap grid going straight trough a lightmap.
     
  11. MoonFox

    MoonFox L10: Glamorous Member

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    ah, derp