I am making a DoD:s map.
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Quote from ReNo
Maybe it was to make it easier to notice which brushes were displacements. The public SDK version of Hammer didn't have the ability to render displacements in the 2D views until a while after release, so I guess they might not have had that internally either. That approach would make it quicker to differentiate between displacements and world brushes.
this probably
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Quote from sk3tch
Good topic. For some reason (And I have yet to make a DOD:S map)...I always start buildings with slabs of 128 height brushes. It always ends up messing me up in the end though.I didn't see the err in my ways until I took a look at how cs_assault did it. I guess the lesson is to see how the pros do it first.
you better be talking about the css version

and even that one has some pretty bad build-flaws project light in wrong angle on the balcony anyone ? -
Quote from generalvivi
Grid 1 is no fun Grid 8 is Great! I had to write this one thousand times at work

rofl

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you better be talking about the css version and even that one has some pretty bad build-flaws project light in wrong angle on the balcony anyone ?
...and not to mention they carves the sidewalk curbs.

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Thanks for your comments guys.
I am pretty sure there is a reason for why they do that to their displacements, because EVERY SINGLE ONE uses that technique and that is a LOT of effort.
Well anyways, I pretty much have no idea how Valve did this...........
[Blocked Image: http://img410.imageshack.us/img410/7084/untitled2xv1.th.jpg]
[Blocked Image: http://img526.imageshack.us/img526/73/untitledjd5.th.jpg]
Its not subdivide, because I tried that.....
Its not done manually, its too perfect for that.......
Seriously, how the hell!?
EDIT: I am going to start orangemapping tonight, so which method should I use for the multiple floors? Buddy's idea?
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They just created regular geometry and converted it to displacement for the bridge, the other thing I never did figure out and just copied the brush into my map where I used it.
That building eventually got cut, though.
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Quote from FMPONE
They just created regular geometry and converted it to displacement for the bridgeThat building eventually got cut, though.
Nope, thats not how they did it actually.
Here it is destroyed.........
[Blocked Image: http://img177.imageshack.us/img177/7379/untitled3js6.th.jpg]
WTF?
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Valve built these maps with antiquated tools and there are versions of them probably built on top of eachother going back ... years? So god knows
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voodoo magic
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I just tried making it using a arch. I can confirm that this is in fact, voodoo magic.
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take that low poly version of the bridge - copy it to either side, select all the faces of all three "bridges" and then subdivide
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A friend make for my dod_snowblind some displacements towers :
http://grippy.free.fr/dod/tower.jpg
I will ask him how he did.
Orangebuilding ?!
You are crazy 
I use the option 2 in general :roll:
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Quote from Rick_D
take that low poly version of the bridge - copy it to either side, select all the faces of all three "bridges" and then subdivide
[Blocked Image: http://aycu38.webshots.com/image/24397/2001858893355219004_th.jpg]

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Quote from JeanPaul
Nope, thats not how they did it actually.
Here it is destroyed.........
[Blocked Image: http://img177.imageshack.us/img177/7379/untitled3js6.th.jpg]
WTF?
if you think about it it's an interesting way of vertix editing.
what does the roof look like destroyed?
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lern 2 subdivide newb
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lern2sbdvde you mean
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i stnd crctd
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I already told you guys
ITS NOT SUBDIVIDE
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i already told you it's voodoo magic. get over it.
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