Diplacement surface lighting problem

Diplacement surface lighting problem

Re: Diplacement surface lighting problem Posted by Rickets007 on Wed Feb 8th 2006 at 11:08am
Rickets007
5 posts
Posted 2006-02-08 11:08am
5 posts 31 snarkmarks Registered: Dec 17th 2004 Location: United States
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.
Re: Diplacement surface lighting problem Posted by Dr Brasso on Wed Feb 8th 2006 at 5:00pm
Dr Brasso
1878 posts
Posted 2006-02-08 5:00pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
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... :lol: 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... :wink:

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

Doc b... :dodgy:
Re: Diplacement surface lighting problem Posted by HazardGameR^ on Wed Feb 8th 2006 at 8:08pm
HazardGameR^
75 posts
Posted 2006-02-08 8:08pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
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(!!)))
Re: Diplacement surface lighting problem Posted by Captain P on Wed Feb 8th 2006 at 9:26pm
Captain P
1370 posts
Posted 2006-02-08 9:26pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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. :smile:

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 :wink: ).

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.

Create-ivity - a game development blog
Re: Diplacement surface lighting problem Posted by Addicted to Morphine on Wed Feb 8th 2006 at 10:41pm
Posted 2006-02-08 10:41pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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.
Re: Diplacement surface lighting problem Posted by Captain P on Wed Feb 8th 2006 at 11:25pm
Captain P
1370 posts
Posted 2006-02-08 11:25pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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. :smile:

Create-ivity - a game development blog
Re: Diplacement surface lighting problem Posted by Rickets007 on Fri Feb 10th 2006 at 12:08am
Rickets007
5 posts
Posted 2006-02-10 12:08am
5 posts 31 snarkmarks Registered: Dec 17th 2004 Location: United States
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.