[Petition] Displacements for Dummies

Discussion in 'Mapping Questions & Discussion' started by Rolo, Aug 19, 2010.

  1. Rolo

    Rolo L1: Registered

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    Hi everyone. I´m the noob maper who has benn noob for the last 3 years and still doesn´t know how to deal with displacements.

    I´ve read some tutorials. I´ve watched some videos. I´ve read nearly the 80% of valve´s developer wiki. I have played a lot with hammer, made some modifications and reestyling. I´ve started, at least, 5 map projects. Now I´m like a Ninja warrior. I can handle most of Hammer situations and I know the ways of lighting and optimization. If I find myself in an odd situation or I want to make something I´ve never tried, I find a way to solve it. As I said, I can handle nearly any situation in hammer if you let me take my time solving it... But Displacements. Everytime I try to use them (to learn how to use them), I get spicky mountains (where I wanted to have a soft and rounded hill), terrain full of holes and streched textures.
    I think that 3 years trying to deal with them is time enought for me. So its time to call for help. Can anyone please write a guide/tutorial on Displacements for dummies, where you explain what is the meaning of subdivide, how to use the blending tool, correct sizes for the tools, recomended parameters, how to make a walkable hill, a tunel, slopes, rounded corners and so on. Please you´ll have all of my gratitude (and a Ninja warrior´s gratitude is something you really want)
     
  2. nik

    nik L12: Fabulous Member

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    It really won't take very long at all.

    To get rid of those spiky mountains, increase your radius on paint geometry, and lower the distance. Learning how to set up your displacements so they will be able to sew nicely takes a bit more thinking though.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Getting disps to Sew is easy as pie. All you have to do is make sure both are of the same power and share an edge that's either aligned vertex-to-vertex or vertex-to-midpoint.
     
  4. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    take a look at a map like badlands in hammer, just destroy displacements to see how they were made. Helps a lot
     
  5. The Political Gamer

    aa The Political Gamer

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  6. alecom

    alecom L8: Fancy Shmancy Member

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  7. Zarokima

    Zarokima L69: Deviant Member

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    Partially correct. They do not have to be the same power, but they do have to share an edge, either all the way or to the midpoint of the longer one.
     
    Last edited: Aug 20, 2010
  8. Tapp

    Tapp L10: Glamorous Member

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    Displacement spikes? Just run over it with the smooth tool, with spacial off.