Was this directed at me or someone else?paste the vmf because otherwise we're blind-men searching for a needle in the haystack without fingers.
Cut it in half in which way?
Looking front to back , or left to right?
RE: the lighting issue, specifically your map, does the following vrad variable change the above "splotches" in any way?
-LargeDispSampleRadius
This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area.
My displacement problem has been solved. I intersected displacements instead of sewing them, and apparently that is terrible.
So... Every map ever has to arrange all its displacements in a tetris-style puzzle grid, huh? that sounds terribly inconvenient.
plus if a displacement just wont stick together or look good on the corners, you can always hide it behind props and brushes
Really? But poking through was what caused my problem, wasn't it? The cliff thing consisted of a bunch of sewn together displacements, which would have worked fine on its own. However, it poked up through a relatively flat ground layer, and there was a dramatic change in lighting between ground and cliff.Well when you consider its tetris where you can control the size and shape of the pieces entirely (apart from them having to be 4 sided), its not that bad.
Also generally sewing is good for discrete objects but not necessary for everything. Have every piece in a cliff-face sew, but you can just poke it through the ground and the lighting will be fine
Yep, I'm using a few of my houses for that. It's a lifesaver.plus if a displacement just wont stick together or look good on the corners, you can always hide it behind props and brushes
this is a tactic i like to call "just park a truck over it."
"who put these barrels in the snow??"
Shouldn't those wooden beams be on the inside?