Posted by Rickets007 on Wed Feb 8th at 11:08am 2006
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.
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...
Dr Brasso
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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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Posted by Captain P on Wed Feb 8th at 9:26pm 2006
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
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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Posted by Addicted to Morphine on Wed Feb 8th at 10:41pm 2006
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.
Posted by Captain P on Wed Feb 8th at 11:25pm 2006
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Posted by Rickets007 on Fri Feb 10th at 12:08am 2006
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