Lord Ned Posted October 20, 2009 Report Posted October 20, 2009 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: 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: 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. 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 . I don't want to use a model and a displacement generated with Twister would have stretched textures on displacements. Quote
Evert Posted October 20, 2009 Report Posted October 20, 2009 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. Quote
Steppenwolf Posted October 20, 2009 Report Posted October 20, 2009 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. Quote
Lord Ned Posted October 20, 2009 Author Report Posted October 20, 2009 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. Quote
insta Posted October 20, 2009 Report Posted October 20, 2009 What about doing it with an arch (using the arch tool with "add height"), then manually sewing and tweaking the displacements so that they form an incline? http://magnarj.net/images/misc/brushes.jpg before displacing http://magnarj.net/images/misc/displaced.jpg after displacing and some tweaking (far from perfect, but it can be good if you spend some time on it ) Hope that helps! Quote
Lord Ned Posted October 20, 2009 Author Report Posted October 20, 2009 Someone posted an alternative here: http://www.interlopers.net/forum/viewto ... 15#p378083 (I think this is the right post, I can't get it at school) I think I might do a mix of both. I might use the above method for the ground around it and the dirt, and use the linked method for the road. As to what Valve did with Hydro: The curves are flat and only the straight gain/lose height. Quote
JeanPaul Posted October 21, 2009 Report Posted October 21, 2009 Use displacements and die Just triangulate an arch, its pretty simple (explained in the interlopers link) Quote
Lord Ned Posted October 21, 2009 Author Report Posted October 21, 2009 So much for anything but the road... Here's what I've got right now... Happier with the old road I had: Bleh. Quote
ultradr3mer Posted October 23, 2009 Report Posted October 23, 2009 http://ultradr3mer.ul.funpic.de/MyHompa ... splace.jpg use displace or die trying it. Quote
JeanPaul Posted October 24, 2009 Report Posted October 24, 2009 When dealing with displacements on a slope, it becomes damn near impossible to align things do to their need to be all on the same plane Quote
fonfa Posted December 5, 2009 Report Posted December 5, 2009 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. Quote
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