making floors that are not perfectly flat

making floors that are not perfectly flat

Re: making floors that are not perfectly flat Posted by kdhunt2000 on Mon Jan 17th 2005 at 8:30pm
kdhunt2000
98 posts
Posted 2005-01-17 8:30pm
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
ok, I want to make a floor that is not perfectly flat, one that is bump and such but I have no idea how to do it. COuld someone plz help me!
Re: making floors that are not perfectly flat Posted by Orpheus on Mon Jan 17th 2005 at 8:37pm
Orpheus
13860 posts
Posted 2005-01-17 8:37pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
search out "displacement". or look here
Re: making floors that are not perfectly flat Posted by G.Ballblue on Mon Jan 17th 2005 at 8:48pm
G.Ballblue
1511 posts
Posted 2005-01-17 8:48pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Vertex manipulation.

_

And do as Orph said, please check out displacements.
Re: making floors that are not perfectly flat Posted by omegaslayer on Mon Jan 17th 2005 at 9:19pm
omegaslayer
2481 posts
Posted 2005-01-17 9:19pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Only problem with vertex manipulation is you run the possibility of
getting invalid brushes, doing a displacement prevents this from
happening, but remember to close off the displacement, because it
doesnt stop leaks.
Re: making floors that are not perfectly flat Posted by DocBadwrench on Mon Jan 17th 2005 at 9:33pm
DocBadwrench
42 posts
Posted 2005-01-17 9:33pm
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
Omega, can you elaborate on that statement a bit? I'm curious about it
since I'm dabbling in a map that most definitely has some uneven
terrain and I'm unsure what constitutes an invalid brush.

Thanks in advance.
Re: making floors that are not perfectly flat Posted by ReNo on Mon Jan 17th 2005 at 9:44pm
ReNo
5457 posts
Posted 2005-01-17 9:44pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
You can never have a brush bend in on itself at any point, so if you
wanted to make complex terrain out of brushes the best way is to use
triangle terrain (search the HL1 tutorials for my series on how to do
this). There is very little reason to use triangle terrain in HL2
though - you really ought to be using displacement surfaces. Check the
tutorial Orph posted for more info on them.
Re: making floors that are not perfectly flat Posted by omegaslayer on Mon Jan 17th 2005 at 9:50pm
omegaslayer
2481 posts
Posted 2005-01-17 9:50pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Hmmmm how to elaborate........remember geometry....all solids MUST be
made of flat planes, no exceptions, if you take a square and move just
one verticy up, then you are going to create an invalid brush (a plane
is bent if you will). You will know this when you look at it in the 3d
view, it will look distorted (because hammer doesnt know how to draw
it), and when you hit alt-p it will tell you, you have an invalid
solid.

How do you prevent this? Triangles, cut the square into two triangels,
this way no invaid solid can be created (unless you do a really domb
thing).

BUT the triangle method is already done FOR YOU in the displacement
surface, notice that in the 3d view it is nothing but triangles. This
way you will never get an invalid brush if you use a displacement.

But remember at the same time displacement surfaces don't "seal" your
level. So you have to put a brush underneth to "seal your level".
Perferably with the nodraw texture.

Also note that when doing outside terrain it is more logical to have a
displacement surface rater than manny brushes, just look at the vehicle
SDK.
Re: making floors that are not perfectly flat Posted by Orpheus on Mon Jan 17th 2005 at 10:01pm
Orpheus
13860 posts
Posted 2005-01-17 10:01pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting G.Ballblue</DIV>
<DIV class=quotetext>Vertex manipulation.

</DIV></DIV>

vertex manip can be used to some quality ends, but i never ever recommend it 1st in any solution. vertex manip has been the ruin of countless maps, and i have counseled repeatedly against its use, to no avail.

vertex manip is to be used with caution AND with the understanding it is as likely to fail as succeed.
/ 2 cents
Re: making floors that are not perfectly flat Posted by ReNo on Mon Jan 17th 2005 at 10:28pm
ReNo
5457 posts
Posted 2005-01-17 10:28pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
There is nothing wrong with the vertex manipulation tool provided you
know what you are doing - any problems it causes as user errors, not
any inherent problems with the tool itself.
Re: making floors that are not perfectly flat Posted by kdhunt2000 on Tue Jan 18th 2005 at 12:40am
kdhunt2000
98 posts
Posted 2005-01-18 12:40am
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
ok thx for all your feedback