Re: [article] Displacement Domes
Posted by satchmo on
Thu Aug 11th 2005 at 3:59pm
satchmo
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Well-written and well-illustrated, this tutorial is first-rate. Good job.
Re: [article] Displacement Domes
Posted by Quasar on
Fri Aug 12th 2005 at 1:09pm
Quasar
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Very good and useful... But some of your pictures are mixed up? After the stage where you delete the curved guide brush, they're out of order and hard to follow. Get that fixed and this will be VERY useful to me, thanks a lot.
Re: [article] Displacement Domes
Posted by Junkyard God on
Fri Aug 12th 2005 at 4:20pm
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Awsome tutorial m8, verry nice and helpfull, great stuff!
Re: [article] Displacement Domes
Posted by Nickelplate on
Sun Aug 14th 2005 at 1:47am
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This is wonderful! I dunno If I'll ever use it, but hell, It may just be on the next map i release!
Re: [article] Displacement Domes
Posted by Captain P on
Sun Aug 14th 2005 at 2:49pm
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Good explanation, though I think models might be somewhat easier to construct. Then again, with all the overhead of compiling them and such, they might not.
Re: [article] Displacement Domes
Posted by Stadric on
Sun Aug 14th 2005 at 6:51pm
Stadric
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Seems like a good tut to attach an example map to :o
Re: [article] Displacement Domes
Posted by parakeet on
Tue Aug 16th 2005 at 1:54pm
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Just wondering , is it possible to make subdivision maps a prefab and can u copypaste and rotate to make a whole circle?
Re: [article] Displacement Domes
Posted by Myrk- on
Tue Aug 23rd 2005 at 11:04pm
Posted
2005-08-23 11:04pm
Myrk-
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Very iffy... I've worked alot with displacements and I've worked out much better ways of doing hollow domes and other shapes than this method.
Re: [article] Displacement Domes
Posted by Imbrifer on
Sun Aug 28th 2005 at 8:19pm
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Myrk-.. care to elaborate?
Re: [article] Displacement Domes
Posted by Underdog on
Sun Sep 11th 2005 at 1:55pm
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Personally I do not feel that anyone who has not attempted to try a tutorial out should post a score/rating upon it. If you the user, do not take the time necessary to ascertain "IF" the tut is worthy, your score is meaningless.
Re: [article] Displacement Domes
Posted by Myrk- on
Fri Sep 23rd 2005 at 7:12pm
Myrk-
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Maybe mappers like me and Peri have actually done most tutorials that are posted on the snarkpit, and any others are easy to understand.
Re: [article] Displacement Domes
Posted by Underdog on
Mon Sep 26th 2005 at 12:53am
Posted
2005-09-26 12:53am
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(@Myrk)
Perhaps you are oversensitive. Imagine for a second that I was referring to the high scores.
Re: [article] Displacement Domes
Posted by Fjorn on
Thu Aug 17th 2006 at 7:48pm
Fjorn
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This does not explain how to make an inside dome at all...
all it says is 'repeat step 2 using the inside displacement' err, wtf?
Re: [article] Displacement Domes
Posted by Goonlobster02 on
Sat Aug 1st 2009 at 6:42pm
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Aug 1st 2009
First off, Imbrifer very nice tutorial and fairly helpful. However, I would like to add that a person working with displacements can also reduce the paint geometry distance to values below whole number integers if they are wanting to align the vertices of the displacement to the guide brush vertices. For example, if my displacement faces aren't forming a straight line from the outer quarter cylinder to the inner quarter cylinder, I can reduce my move distance (with spatial moving disabled) to .025, .01, .005, .001 and perhaps lower. There is no problem doing this as BSP will not treat it as world geometry and you will get the best possible alignment for your displacement faces. This can save users headaches in the long run when they find they are completely unable to align a vertex.
Also, be sure to use the 2D viewports to help alignment, especially on the Z axis where it is the most difficult when you are viewing all three axes. A useful trick I have found for this is to VIS group each concentric cylinder brush into its own group (bottom in VISgroup 1, second from bottom in VISgroup 2, third from bottom in VISgroup 3 et cetera).
Thanks for the awesome articles!
Goonlobster
Edit: Using your Face Normal option and alt-right clicking to set the movement axis perpendicular to the face also saves you time when you have to constantly toggle between the X and Y axes as it will pretty much drop it right next to the desired vertex you are aligning. Be patient, though as the alt-right click method can be tricky.