Diplacement surface lighting problem
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Re: Diplacement surface lighting problem
Posted by Rickets007 on Wed Feb 8th at 11:08am 2006


I wanted to see if I could make perfectly round corners in a hallway. I created a curved displacement surface and placed it in the corner of square hallway to make the hallway rounded. Then I made sure the edges of the displacement were perfectly even with the brush face of each side wall.

These are some pictures:
http://www.rickets007.com/images/Picture.html

The first picture is of the displacement surface and side walls. The second picture shows how the textures line up in Hammer. The last picture shows the lighting problem in-game.

I also made an outside corner the same way but the lighting looks fine on it. The problem is unaffected when cube maps are used and the buildcubemaps command has been run. I also want to know if this type of architecture is practical.




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Re: Diplacement surface lighting problem
Posted by Dr Brasso on Wed Feb 8th at 5:00pm 2006


this is just a stab in the dark, but try this....

ok.....your displacements ......inside and outside face of the same brush being used yes? the shadows are formed from the non vis aspect of them. if this displacement is made from one brush, the shaders are contradicting themselves, and in essence, the outside wall won... try making the same wall displacement from multiple vertically placed brushes, group them...and copy them. place the invisible texture on them and place it in the exact location of your "soon to be displacement wall" brush....itll be invisible, itll block the shadows....and

vis group the two types for easy access, one group w/ the invisi texture, the other with yer displacements

problem 1....edited out....

problem 2....patience...

problem 3.....what am i doing this for then.... good question...

Doc b...





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Re: Diplacement surface lighting problem
Posted by HazardGameR^ on Wed Feb 8th at 8:08pm 2006


May i ask, why the heck do you even BOTHER doing this with displacement? Just take a cube, put it in the corner, make a cylinder, carve, remove remainings, done! (You may want to us? the vertex tool instead if you don't want it to cause lagg, if you are making many corners (MANY(!!)))





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Re: Diplacement surface lighting problem
Posted by Captain P on Wed Feb 8th at 9:26pm 2006


Uhm, instead of carving, you'd better use the arch shape when creating a brush to achieve this effect... faster than carving, safer than carving. <img src=" SRC="images/smiles/icon_smile.gif">

I'd advise keeping the number of faces for such corners down a bit, a dismap is overkill for it, especially the high power you've set for it. Usually 3 or 4 faces suffice, more if you want it to be smoother but 8 is well enough for such a small corner. You may not notice lag that soon but you'd better spend those poly's where they have more impact on the player. Nobody stands still to stare at how round corners really are (unless it's so un-roundish that it's just obvious, but then again, you've got 45-degree angled faces in some buildings as well, so that's still no problem <img src=" SRC="images/smiles/icon_wink.gif">).

EDIT: If you want those textures to be aligned well to each other (which probably won't be too noticeable here, but hey), select one and hold the Alt key while right-clicking on the next face. The texture you apply to it will then be aligned with the one on the selected face. Usefull for circular or angled faces. There's a tutorial on it here somewhere, too.






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Re: Diplacement surface lighting problem
Posted by Addicted to Morphine on Wed Feb 8th at 10:41pm 2006


Captain P is right, don't use the carve tool. You can do a MUCH cleaner job with the clip and vertex manipulation tools.

So take the arch tool, use it as a guideline for the curve you'll put in your corner, then create a series of brushes and line them up with the arch using vertex manipulation. You can add as many faces as you'd like, but personally I think anything over 3 or 4 is overkill.

Also, once you've got your curved corner in place, don't forget to func_detail it.




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Re: Diplacement surface lighting problem
Posted by Captain P on Wed Feb 8th at 11:25pm 2006


Func_detailing an inner corner shouldn't be necessary (room is still convex so no extra leafs or faces should be created, ideally), though if you do don't forget to extend the flat walls behind this corner. But you'd probably know about leaks already. <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Diplacement surface lighting problem
Posted by Rickets007 on Fri Feb 10th at 12:08am 2006


I usually make rounded corrners from reular brushes but I thought the displacement surface looked better. I was just wondering if anyone could make it work.





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