"Hiding" parts from a displacement?

Discussion in 'Mapping Questions & Discussion' started by MOCOLONI, Nov 9, 2015.

  1. MOCOLONI

    MOCOLONI L5: Dapper Member

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    Hey there. So I've been working on a ground and applied displacements on it, but I noticed that there's a side on the map where it is possible to see a small part of the ground. I tried to cover it with a Skybox solid brush so it will show the 3D Skybox's environment, but it didn't work properly; it hides it in some cases instead. I then tried to cover it with a Nodraw brush, but it only makes it darker (because of the shadow the brush produces). I know that you can actually cut displacements with the Clipping Tool, but it will make the ground's face smaller than the rest and will un-sew it. All the faces have the same size to fit the ground, so I can't make them smaller. Any suggestions? Thank you all.

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  2. Vel0city

    aa Vel0city func_fish

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    Just... Make the wall thicker?

    Or you can rebuild the brushes that you made the displacements from, make them fit the area where you want them to be and then make them displacements again to not have sewing issues.
     
  3. Muddy

    Server Staff Muddy Muddy

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    Just use the displacement tool to push that bit of terrain down until it's out of sight.
     
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  4. YM

    aa YM LVL100 YM

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    Clip it, then clip the other displacement to match the length and have an L shape.
     
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  5. MOCOLONI

    MOCOLONI L5: Dapper Member

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    All the walls have the same width, so it would make it look ugly.
    Could that un-sew? Also thank you for the tip, didn't think about it.
    I'll use Mudpie's tip, but will have in mind yours too, thank you.
     
  6. Muddy

    Server Staff Muddy Muddy

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    Nope, as long as all the original brushes are on the same plane, it doesn't matter where the displacements are. They'll sew just fine.
     
  7. MOCOLONI

    MOCOLONI L5: Dapper Member

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    Thank you, it worked fine. This also makes more things to be done much easier. I used X-Axis and others in some cases, but somehow not this time...
     
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