Jump to content

Recommended Posts

Posted

I've sat. I've looked. I've mulled. I've experimented. I just can't come up with the right way to produce this effect:

2v2jvx5.jpg

That is what I wish to create. I want to create a curved slope like that that remains a valid solid and displaceable geometry.

The only way I can see this is to convert each curve into a brush that looks like this:

2s142s0.jpg

As you can see, this would allow me to drop height, however it creates a triangle and becomes un-displaceable.

I could make each curve flat and make the straight sections in between drop height, but that would look a little odd, because you would have a series of flat/drop/flat/drop's.

2chvyir.jpg

I really don't think this would create the effect I want. Does anyone have some suggestions about how I could create this effect? I'm not worried about the cliffs in the background, I can manage that :P. I don't want to use a model and a displacement generated with Twister would have stretched textures on displacements.

Posted

The best way to create a nice road like this in Source is with an tiling overlay texture for the tarmac surface. I forgot how exactly to do it because its a couple years ago.

But basicly what you do is to create the rough shape of the slopes with brushes/displacements. Then you place 3-4 of the overlays around a corner roughly following the shape of the slope. Then you go in the mode where you can move around the corner vertices of the overlays and weld them together (i believe you have to hold keyboard button while doing this). Then you get the effect of a nice organic road that follows the corner and even the texturing looks halfway alright.

If Pericosolo looks in this thread he can explain it better. He made such a slope in one of his never released Insurgency maps.

I know this is not exactly the question that you asked but if you do the road like this it automaticly gets less complicated to create some geometry for underneath because you dont have to worry about perfect texturing.

Posted

I'm not too worried about texturing. I don't know if L4D implemented $seamless_scale but I think it has. Using this technology it reverts the Displacements from having their own UV map... Basically attemps to eliminate streaching as much as possible.

I'll do the stripes with overlays. Source's overlays are neat because they support "vertex editing" of the 2d plane basically. (Place an overlay, then click the overlay tool again and grab a white corner). I used this some in my LoZ map that I never finished. <-- Just realized this is what you were talking about.

If Pericosolo looks in this thread he can explain it better. He made such a slope in one of his never released Insurgency maps.

Can you point me to some contact information for him or point him towards this thread? Thanks.

Can't you place temporary disp-brushes "inside" all the curves that you skew, and use subdivide to get the base done?

That's how I would do it I think.

I'm not quite sure what you mean, but it sounds like it would eliminate the ability to sew. For brushes to sew in Source their vertex's have to line up.

  • 1 month later...
Posted

I'd do that with a model tbh. Too much work to do it on hammer and it wouldn't look natural enough.

You can draw a spline and extrude a plane along it. Then you can tesselate some parts for better lighting, put some uneven parts etc. And set it on top of displacement terrain.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...