Complex Cliffs and brushes that look good

Complex Cliffs and brushes that look good

Re: Complex Cliffs and brushes that look good Posted by Carcase on Sat Mar 5th 2005 at 10:54pm
Carcase
145 posts
Posted 2005-03-05 10:54pm
Carcase
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145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
I visited the tutorials on complex cliffs and stuff, and i dont really know what the term is called, but I need a tutorial or something on how they made the brushes in D17_coast (i think thats what its called) such as the cave at the beginning. I clicked on the brushes and it says they are a 6 sided solid brush. And when you look at it in the wireframe XYZ camera views it shows it as a cube, or a rhombus (whatever shape it was). When I click on it in the 3d camera view it shows many many more faces than 6, and the underside of the brush doesn't even have a face. If anyone has a clue as to what i'm talking about or would like to help me that would be wonderful.
Re: Complex Cliffs and brushes that look good Posted by Leperous on Sat Mar 5th 2005 at 11:05pm
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Posted 2005-03-05 11:05pm
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Which bit of http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=124 don't you understand? What you're talking about is a displacement surface, and there's a few other tutorials here about them. Start with this one:

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=112
Re: Complex Cliffs and brushes that look good Posted by Carcase on Sat Mar 5th 2005 at 11:15pm
Carcase
145 posts
Posted 2005-03-05 11:15pm
Carcase
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145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
Cool thanks! also, i remember watching an E3 video of hl2 before it came out, and it had a section where the ground was morphing. is that what displacement surfaces are for?
Re: Complex Cliffs and brushes that look good Posted by Dead-Inside on Sat Mar 5th 2005 at 11:19pm
Dead-Inside
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Posted 2005-03-05 11:19pm
8 posts 1 snarkmarks Registered: Mar 4th 2005
No, that's not even possible (Or at least not allowed, probably for performance and stability reasons) anyway.

Displacementmapping is what you do to create realistic clifffaces, round pipes (If you couldn't find a suiting model) and round corners along with anything else you want a more complex shape but don't have a model at hand.
Re: Complex Cliffs and brushes that look good Posted by Joe-Bob on Sat Mar 5th 2005 at 11:25pm
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Posted 2005-03-05 11:25pm
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You could create world brushes and tie them to a func_door
entity. That would give the illusion of morphing, anyway.
Re: Complex Cliffs and brushes that look good Posted by Carcase on Sun Mar 6th 2005 at 4:04am
Carcase
145 posts
Posted 2005-03-06 4:04am
Carcase
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145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
so what does "Env_TerrainMorph" do?
Re: Complex Cliffs and brushes that look good Posted by JFry on Sun Mar 6th 2005 at 5:54am
JFry
369 posts
Posted 2005-03-06 5:54am
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
it morphs the terrain of course, but unfortunately it doesn't create clipping hulls in the morphed terrain. You could tell it to create a mountain in front of you, but then you could walk right thru the mountain as if it weren't even there. As Joe-Bob said you could use doors to achieve a similar effect.