the VDC said:
- Be cautious when using power 4 displacement. Physics colliding with power 4 displacements sometimes throws a fatal error.
the VDC said:
- Be cautious when using power 4 displacement. Physics colliding with power 4 displacements sometimes throws a fatal error.
Yeah, I ultimately tried to reduce the ground's blocks into 384x448 each, and seemed to work as intended. It doubled the map's size and there are 136 blocks now, but I guess it will improve the displacements in general. Thank you for the tip anyway!it's the density of verts that affects the blending, if they're closer you'll be able to get a sharper transition and if they're far apart you'll be limited to a smooth transition.
If you want to avoid the potential physics issues with power 4 displacements, use power 3 and simply cut up your displacements into smaller sizes
Maybe it's a problem that exists on other games, like the different function of "func_rotating" between them (even if one is a displacement and the other a brush entity, who knows).I made a really small map (1 512x power 4 and 4 128x power 3, all surrounded by skybox) and nothing I could do made it crash...
There are multiple issues it can throw. And typicly it happens on the physdata part there. When looking at the vrad final overview, look at the physdata percentages. Go above 100% and the compile can break (ie. invisible displacements ingame, or crash on contact, the compile could even fail entirely). And with power 4 displacements you reach 100% fast.Did we ever conclusively figure out whether the physics issue was caused by power-4 displacements specifically or just density?
So it's more that having them in a map pushes this number up a lot, for some reason? That makes a lot more sense than just "maps that have even one of these could eventually crash", since I can't imagine anyone narrowing down the reason for the crash that way.There are multiple issues it can throw. And typicly it happens on the physdata part there. When looking at the vrad final overview, look at the physdata percentages. Go above 100% and the compile can break (ie. invisible displacements ingame, or crash on contact, the compile could even fail entirely). And with power 4 displacements you reach 100% fast.
If I ever will need 'Power 4' displacements, I'm sure I'll use them on a 3D Skybox; never on the main map. Maybe disabling physics collision on a 'Power 4' displacement may not bring these issues (a suggestion for the outside the world or the 3D Skybox itself).There is probably more to it. But since i often avoid going that way i dont know all of them, the above one were just some examples that can be a result. Also, the 100% value might not be accurate on that, maybe it already happens on 80%. But a higher value still increases the chance (note that reaching 80% with only power 3 and 1 power 4 shouldnt harm - although its still quite high).
A common thing i can remember that can make 1 of them already crash is when you are doing some extreme hills in it (ie. a 1024-1024 area has a peak of 1500HU high). No guarantee on that, but its a very sensitive way to get it to break. Where if its mostly flat and only curved a little it doesnt get this problem.
Anyway, if you need a power 4 displacement, think first if you can do the same with a power 3 (which you probably can) and that the power 3 displacements are a reasonable size (you dont want tiny displacements)
That doesnt help at all. The problem can still happen. Its better to learn how to properly connect a skybox to the map and still use only power 3 and power 2 displacements.If I ever will need 'Power 4' displacements, I'm sure I'll use them on a 3D Skybox; never on the main map.
Oh, that's not what I meant. There's a post that talks about 'Power 4' displacements, and I only said that if needed, I would use 'Power 4' displacements on my map's 3D Skybox only.That doesnt help at all. The problem can still happen. Its better to learn how to properly connect a skybox to the map and still use only power 3 and power 2 displacements.