[article] Displacement Domes

[article] Displacement Domes

Re: [article] Displacement Domes Posted by Imbrifer on Wed Aug 10th 2005 at 2:03am
Imbrifer
32 posts
Posted 2005-08-10 2:03am
Imbrifer
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32 posts 363 snarkmarks Registered: Dec 11th 2004
This is a discussion topic for the article "Displacement Domes" by Imbrifer which can be found here

Article description:

How to make the inside and outside of a dome using displacement surfaces
Loading embedded content: Article #152
Re: [article] Displacement Domes Posted by satchmo on Thu Aug 11th 2005 at 3:59pm
satchmo
2077 posts
Posted 2005-08-11 3:59pm
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
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
10 posts
Posted 2005-08-12 1:09pm
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10 posts 1 snarkmarks Registered: Sep 1st 2003 Occupation: Not a lot, really. Location: UK
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 parakeet on Fri Aug 12th 2005 at 2:08pm
parakeet
544 posts
Posted 2005-08-12 2:08pm
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544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
O.o needs to make this! nj. *compelled to make in one sitting O_o . btw the more you make something the faster you can make it ^_^. it took me eons the first time mazemaster taught us how to make hollow spheres , now its ez$$ to do for the 300th time. ;)

Oh and very to the point concise step by step details.
Re: [article] Displacement Domes Posted by Junkyard God on Fri Aug 12th 2005 at 4:20pm
Junkyard God
654 posts
Posted 2005-08-12 4:20pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
Awsome tutorial m8, verry nice and helpfull, great stuff!
Re: [article] Displacement Domes Posted by Nickelplate on Sun Aug 14th 2005 at 1:47am
Nickelplate
2770 posts
Posted 2005-08-14 1:47am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
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
Captain P
1370 posts
Posted 2005-08-14 2:49pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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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Posted 2005-08-14 6:51pm
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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
parakeet
544 posts
Posted 2005-08-16 1:54pm
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544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
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 devil_monkey471 on Fri Aug 19th 2005 at 4:47am
devil_monkey471
27 posts
Posted 2005-08-19 4:47am
27 posts 13 snarkmarks Registered: Jan 27th 2005 Location: Canada
Parakeet, I believe so, but you wouldn't need to make is a prefab to copy, paste and rotate :p

Just group it all together, and then save it as a prefab. Prefabs just need to be grouped, I believe.
Re: [article] Displacement Domes Posted by Forceflow on Mon Aug 22nd 2005 at 10:32pm
Forceflow
2420 posts
Posted 2005-08-22 10:32pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Woojay for the tutorial.
Re: [article] Displacement Domes Posted by Myrk- on Tue Aug 23rd 2005 at 11:04pm
Myrk-
2299 posts
Posted 2005-08-23 11:04pm
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
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
Imbrifer
32 posts
Posted 2005-08-28 8:19pm
Imbrifer
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32 posts 363 snarkmarks Registered: Dec 11th 2004
Myrk-.. care to elaborate?
Re: [article] Displacement Domes Posted by Pericolos0 on Thu Sep 1st 2005 at 10:38am
Pericolos0
40 posts
Posted 2005-09-01 10:38am
40 posts 44 snarkmarks Registered: May 30th 2004 Occupation: i is a student Location: Belgium
Use the subdivide option, it does miracles :p
you could probably do a dome like this within a minute with a clever subdivide setup

i made this tunnel that way:
http://insurgencymod.net/team/upload/Users/Pericolos0/tunnel.jpg
Re: [article] Displacement Domes Posted by Imbrifer on Thu Sep 1st 2005 at 6:18pm
Imbrifer
32 posts
Posted 2005-09-01 6:18pm
Imbrifer
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32 posts 363 snarkmarks Registered: Dec 11th 2004
Subdivide always retains the straight edges of the brush, and thus cannot be used to make simple domes. While some dome-ish creation could be made by using several brushes and deleting the extra ones, it would indeed be difficult to get a dome of a specific size, arch and depth using subdivide and a bit of vertex manipulation.

Plus, once you've done this once or twice, it's a snap :D
Re: [article] Displacement Domes Posted by Underdog on Sun Sep 11th 2005 at 1:55pm
Underdog
1018 posts
Posted 2005-09-11 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-
2299 posts
Posted 2005-09-23 7:12pm
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
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
Underdog
1018 posts
Posted 2005-09-26 12:53am
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1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
(@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
250 posts
Posted 2006-08-17 7:48pm
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250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
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
Goonlobster02
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Posted 2009-08-01 6:42pm
1 post 0 snarkmarks Registered: 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.