Editing and Customization > Modding Help
func_tracktrain
Falko:
Thanks for the fast answer <=o)
You can't see it in the image I posted above because it's not what I had planned, but I try to make a little slope (right word?) so that the player can reach the top of it.
And... hu... let's say the whole thing should look more or less like a pyramid:
http://img545.imageshack.us/img545/8020/capture002q.jpg
--- Quote ---When you manipulate them select them all so that you don't cause gaps
--- End quote ---
Yes, I also had a problem with that. When I use displacement and if all sides are selected, then the side behind the one I'am working on is also moving. =/ Not a problem anymore =o)
So, no vertex at all?
And how can I make the corners look smooth?
kraid:
These kind of things happen if you vertex manipulate brushes the wrong way (e.g. only move one vertex point) so they get invalid faces.
Every 4 sided face has to remain planar, and you'll need 4 sided faces to turn them into displacement.
Even without the displacement the editor would move the vertex of this brush till the face is flat gain.
Disps only make this more recognizable since a 1 unit offset is able to result in a much bigger hole.
When vertex manipulating for disp., make sure the face remains flat.
For non displacement stuff you can slice the brush into triangles if it's really neccessary to have it in this shape (e.g. a curved ramp).
As for working with displacements i found that subdivision is a very neat thing.
Basically you build your enviroment from brushes of a certain size (e.g. 1024x1024x1024), turn the visible faces into displacement and use subdivide to get it nice round and smooth. (also prepear to get a cup of coffe once you clicked the subdivide button, it might take a while till the editor is done)
Falko:
Ok ok, thanks for the tips!
Btw, why should I make the brushes of a certain size?
So, am I in the right direction with these? (hehe, I'm asking you that like a kid :D ):
http://img851.imageshack.us/img851/7122/capture003.jpg
http://img577.imageshack.us/img577/7674/capture004.jpg
And what if I resize the whole thing?
Well, the textures are already working weird with each other, I guess that would be wrong...
Haaa, this is a nightmare^^
My whole map is hill shaped, and is made of cliffs and rocks and mountains.
I guess I need a lot of practice.
Jeron [SharpSh00tah]:
Yea practice makes perfect. Your on the right track. There isn't much technically speaking "wrong" with the second rock pic you posted. Its just preference from there; experience too, being able to convert what you see in your mind as a rock, onto the computer.
You want to keep brushes on powers of two. 2,4,8,16,32,64,128,256,512,1024,...,... . We do this for a few reasons
A) The engine VVIS process cuts the map up every 512 units.
B) Textures are designed and aligned for these units.
C) When you displace an entire map, it is easy to "sew" different brushes together when they are on these powers. You can have one brush at 512 units, and the other at 1024 units and "sew" together (assuming the vertex points align on one face).
D) In the most general concept, the game has been designed to work best with these 2^2 units
If you want to add a clear displaced path for a player to walk on, learn to use the "vertex manipulation (VM)" tool. Basically create the brush, displace the 2-5 sides (including the top) and keep the displaced brush a box at the moment. From here, Go to the VM tool and depending on how you built the map, look though the Y or Z axis and drag the top two vertices, vertically/foward and back, until you can align it with the cliff face next to it.
Sorry I could not get into extreme detail, I am Chocolaty wasted. (well, Post-Chocolaty wasted)
Falko:
Ha, don't worry, I like to learn things by myself.
I guess vertex manipulation is not necessarily useful to me right now, I'll try more later.
I wonder if mappers use it at all =o)
Anyway, what I've done so far look already better.
I felt so stuck before.
Thank you all for the help!
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