Yet Another "Displacements" question (Not about sewing them)

Discussion in 'Mapping Questions & Discussion' started by Eternal, Jul 30, 2009.

  1. Eternal

    Eternal L69: Deviant Member

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    Ok I've pretty much got sewing and vertex manipulation down pretty well when it comes to displacements (The map I'm working on has a rock formation as well as a series of tunnels made entirely from displacements) however one issue I'm having is that they are leaving really ugly seams where the textures meet.

    I've made sure that all of the displacements are fully sewn up, the map has no leaks and has proper lighting set up, I've selected all of the faces that use the same texture and made sure they are aligned the same way and yet I still get these ugly seams on parts of the displacements. Here are some examples:

    [​IMG]
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    [​IMG]
    [​IMG]

    Another question is: What is a good way to round out corners for a spot where two displacements meet for like a wall, I can kind of round them out but they still feel sorta square to me. should I cut the corner so that instead of 2 objects meeting at a 90degree (or so) angle I have like 3 displacements with each one meeting at like a 130degree angle? I'm sure that doing that would LOOK better, but it sounds like an exceedingly large amount of work and I'm hoping there is a better way.
     
  2. ParanoidDrone

    ParanoidDrone L3: Member

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    Just looking at the pictures, I'd honestly say that you're worrying over nothing. Your displacements look fabulous to me and I'm more than certain that in an actual match where you're trying to concentrate on the enemy, they'll go unnoticed. They seem obvious now because a) you made them, so you know where to look, b) you're actively looking for flaws to fix, and c) you don't have an enemy team vying for your attention.

    We're our own worst critics.
     
  3. eerieone

    aa eerieone

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    lets say you have two that look odd next to each other, check in the texture window if they have the same orientation world or face and the same X & Y numbers
    chances are you worked with texturelock on and textureorientation is screwed up
     
    Last edited: Jul 30, 2009
  4. Waif

    Waif L7: Fancy Member

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    I have had a bit of the same problem in my map, with world and face textures settings chaning on many different blocks/ faces.
    Is there a way to just make all the faces in the map the same, and what are the advantages/ disadvantages of both settings?
     
  5. III_Demon

    III_Demon L2: Junior Member

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    the solution to your problem is to look at the valve maps for a while, and then go 'oh. mine are fine.' =]
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Some of this looks down to lightmaps overlapping at the edges. Such as your first and second image.

    On the other issue. Try "alt" clicking an adjacent face to the one you have selected. It will wrap the texture and it's orientation to the adjacent face. But will only work on one axis. So it wont help all too much for corners with more than 2 faces like your forth image.

    Another solution is to hide displacement seems with detail geometry/props. Such as wooden supports or rock models.
     
  7. DaBeatzProject

    aa DaBeatzProject

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    alt+rightmouse button might work too. But yeah as some here already said; valve maps have the same problem as well..

    edit: it seems i'm ninja'd by the grazr :D
     
  8. Eternal

    Eternal L69: Deviant Member

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    I wasn't sure if there was a way to do it because some of my displacements' seams are MUCH harder to see, I can see them a lot easier like if I zoom out and look straight down.

    [​IMG]

    but if I look at them from much closer they are harder to see.

    [​IMG]

    (FYI these are older pics of my map progress, I've probably put a good 10hours more work into the map since I made these screenshots.