Just a small question about displacement maps, do they count as models? I ask because they don't appear to have any thickness, it doesn't show the actual displacement in Hammer, and they don't block vis. These are all traits of models aren't they?
Posted by Fakedawg on Sat Nov 27th at 2:48pm 2004
They are however very cheap for the engine to render - a lot cheaper than if you were to create the same kind of terrain using the old triangle method ...
[addsig]
Fakedawg
member
21 posts
22 snarkmarks
Registered: Nov 21st 2004
Location: Norway

Occupation: Airforce
Posted by G.Ballblue on Sat Nov 27th at 5:37pm 2004
Wasn't just flat.
[addsig]G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by Fakedawg on Sat Nov 27th at 6:13pm 2004
[addsig]
Fakedawg
member
21 posts
22 snarkmarks
Registered: Nov 21st 2004
Location: Norway

Occupation: Airforce
Posted by G.Ballblue on Sat Nov 27th at 6:17pm 2004
G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by G.Ballblue on Sat Nov 27th at 6:24pm 2004

Not flat ![]()
G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by Fakedawg on Sat Nov 27th at 8:20pm 2004
[addsig]
Fakedawg
member
21 posts
22 snarkmarks
Registered: Nov 21st 2004
Location: Norway

Occupation: Airforce
Posted by G.Ballblue on Sat Nov 27th at 8:50pm 2004
G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by omegaslayer on Sat Nov 27th at 8:51pm 2004
A displacement surface is just a height map, Yes it has no thickness (that is what a height map is. It doesnt block vis, and is not considered csg...it is considered bsp. So yo can clip to it, it wont block vis (thats why its good to put a no draw texture behind it), and it doesnt prevent leaks.
If you have played UT then you know their open maps are just one gigantic room with a height map in it (with props). This is the basic concept that we have to follow when we make displacement surfaces.
And as a little handy feature, we can make a height map in any direction
(verry handy for making cliffs)
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Posted by Fakedawg on Sat Nov 27th at 9:15pm 2004
Fakedawg
member
21 posts
22 snarkmarks
Registered: Nov 21st 2004
Location: Norway

Occupation: Airforce
Posted by G.Ballblue on Sat Nov 27th at 9:26pm 2004
Some are flat.
Some have depth.
I don't really understand why Hammer decides whats flat and what has depth, but you will come across displacements with depth, and some that are flat.
[addsig]G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by Ultra_extreme on Mon Nov 29th at 12:35pm 2004
Posted by Captain P on Mon Nov 29th at 12:45pm 2004
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Ultra_extreme on Mon Nov 29th at 2:45pm 2004
?? but if you do that all other faces become invisible and cannot be textured?
Posted by ReNo on Mon Nov 29th at 2:51pm 2004
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Snarkpit v6.1.0 created this page in 0.0143 seconds.

