Displacement Surfaces
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Re: Displacement Surfaces
Posted by Forceflow on Sat Nov 13th at 6:44pm 2004


I used the tutorial Reno wrote on the displacement surfaces, the nifty tool to get a quick 'n dirty terrain, but when I compile there's a problem: the brush on the side of the terrain looks weird ... I get a shader error when I enter the game, but I didn't apply any shaders on that brush, hell, I don't even know how to do that ...



(the bottom of the brush looks very green, and so are the sides)
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Re: Displacement Surfaces
Posted by $loth on Sat Nov 13th at 6:59pm 2004


? quoting Forceflow
(the bottom of the brush looks very green, and so are the sides)

Maybe it's the material?

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Re: Displacement Surfaces
Posted by scary_jeff on Sat Nov 13th at 6:59pm 2004


I'm not seeing anything green?



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Re: Displacement Surfaces
Posted by Forceflow on Sat Nov 13th at 7:01pm 2004


(that's not on the screenshot)
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Re: Displacement Surfaces
Posted by Orpheus on Sat Nov 13th at 7:04pm 2004


? quoting Forceflow
(that's not on the screenshot)

if its relevant, perhaps it should be??

damn, i wish i had the real editor.. this waiting is getting thin

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Re: Displacement Surfaces
Posted by Forceflow on Sat Nov 13th at 8:30pm 2004


It isn't really relevant.

The brush on the side of the displacement surface just goes funky on the colors, and that's my problem.

Anyone who can fix this ? (maybe reno, since he wrote the tut ?)
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Re: Displacement Surfaces
Posted by coldbladed on Sat Nov 13th at 9:01pm 2004


Is the texture on the side supposed to be the same texture as the ground? Or did you set it to something different?
I would try applying a different texture to the sides of the brush.




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Re: Displacement Surfaces
Posted by Forceflow on Sat Nov 13th at 9:02pm 2004


It's something different from the displacement surface texture, yes.
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Re: Displacement Surfaces
Posted by coldbladed on Sat Nov 13th at 9:12pm 2004


Hmmm, maybe you could select and reapply the same texture now that the displacement affect has been applied?

Sorry I can only provide guesses




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Re: Displacement Surfaces
Posted by Forceflow on Sun Nov 14th at 9:55am 2004


Nope, same problem.
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Re: Displacement Surfaces
Posted by ReNo on Sun Nov 14th at 1:04pm 2004


A problem with displacement surfaces is that the face of the brush you muck around with will be quite unlikely to meet the edges of the other faces. For this reason, source doesn't seem to render them*, as likely you would have a big gap between the displaced surface and the other faces anyway, which is a result few would want. Because of this, I suggest you cover all other faces of the brush you are using a displacement surface on in the "nodraw" texture, which should hopefully get rid of your dodgy rendering issue too. No idea why its going green currently, but I assume it must just be the material you are using.

* The exception to this is that all faces that are displacement surfaces on the brush WILL be rendered, meaning you can get some rather funky terrain using minimum brushes. More on this in displacement surfaces 3

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Re: Displacement Surfaces
Posted by Forceflow on Sun Nov 14th at 3:25pm 2004


Sorry to have marked your answer as wrong, Reno, but all I had to do was to select a new texture for my side brush, apply it, and things were fixed.

Maybe your method is a safer way (read: a one with a decent explanation), I'll see.

Can't wait for your next tut, m8te.
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Re: Displacement Surfaces
Posted by ReNo on Sun Nov 14th at 5:33pm 2004


What do you mean by fixed? I'm not questioning the fact my solution wasn't the one you used, its just that I'm trying to get a better understanding of the displacement surfaces tool and how it works in source but I unfortunately don't have much time to play around with the SDK at the moment (courseworks ).

As far as I can tell from my experimenting, when you take a brush and make one of the faces a displacement surface, only the displacement surface is rendered while the other faces, regardless of the texture applied, is culled. This was the case in this little test map I made, in which the roofs of the buildings had displacement surfaces on the top of their brushes in order to look like they had snow on them...

http://www.screenies.hlccl.com/screenies/temp/ind0001.jpg

As you can see, the snow surface renders fine, but the side and bottom faces, which were textured in fairly standard trim and metal faces respectively, didn't get rendered. Are you getting your newly textured faces rendered, or are they culled in the same way as in my example? If they are rendered, can you tell me what material you have applied on them?
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Re: Displacement Surfaces
Posted by Leperous on Sun Nov 14th at 6:29pm 2004


I would have thought that you need to apply the nodraw texture to all other faces of a brush you're using for a displacement surface?



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Re: Displacement Surfaces
Posted by ReNo on Sun Nov 14th at 6:45pm 2004


You certainly don't HAVE to, but as it appears not to render the other faces regardless of the used material you might as well I guess, just so as to not confuse yourself and think they will be rendered,
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Re: Displacement Surfaces
Posted by Forceflow on Sun Nov 14th at 7:56pm 2004


@ Reno: This is the only glitch I currently see with displacement surfaces: where the elevated terrain is higher than the original brush on the sides, you get this:



The rest of the sides look fine.
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Re: Displacement Surfaces
Posted by ReNo on Sun Nov 14th at 8:38pm 2004


Wierd, so your sides are all rendering fine? Is it definately only the top face that is a displacement surface? Did you have the entire brush selected when you clicked create in the displacement surfaces dialog?
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Re: Displacement Surfaces
Posted by Forceflow on Sun Nov 14th at 8:54pm 2004


No, only the top side.

*edit*

Sorry, I checked it for you. My whole brush is a displacement surface, and I'm only modifying the top side. Which leaves the rendering of the other sides ok, appearantly.
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Re: Displacement Surfaces
Posted by ReNo on Sun Nov 14th at 9:07pm 2004


Thought so, that clears things up for me (was getting very confused over this issue!), thanks
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