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Posted

I know what causes your problem. You're using textures that are used in static props (models). Make sure you dont have any textures used in Hammer that contains words "props_" or "model_" etc. These textures are located in ie. "props_combine/combinewall" etc.

Concerning the map itself; Looks cool!

In this pic tho:

http://www.eliabramovich.com/coast/coast3.jpg

Use displacement maps for the broken walls and floors, cheaper and looks better.

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Posted

I know what causes your problem. You're using textures that are used in static props (models). Make sure you dont have any textures used in Hammer that contains words "props_" or "model_" etc. These textures are located in ie. "props_combine/combinewall" etc.

Concerning the map itself; Looks cool!

In this pic tho:

http://www.eliabramovich.com/coast/coast3.jpg

Use displacement maps for the broken walls and floors, cheaper and looks better.

I wish it was that simple! The problem affects a third of the map, and it covers all the brushes, not just the water. Never seen it before, I've discovered that when I turn a problem brush into func_detail, it's fixes the error. Two problems with that though, it kills frame rates by letting vis see through the wall, and it also stops the water / sea from appearing! Doh!

Would love to use displacements but they don't fit and have different textures. I'm using them for rubble and other little details, thanks for the suggestion though!

Posted

The damaged wall displacements have a concrete texture to the sides, if I included them to my existing walls which have a different texture they would look out of place.

As for them not fitting, the chances are I would need two or three displacements to fit the hole in the building. As there are only a few wall displacements, and a large number of damaged walls it would quickly become repetative.

I hope that makes sense!

Posted

Er, displacement maps can use any texture can't they? You're not getting displacement maps (ie: terrain) mixed up with props (ie: models) are you? I can't see how using a displacement map would cause any problems.

Posted

I'm now utterly confused as to what you are all on about :D In the context of source mapping, displacement surfaces/maps (seem to be synonymous) are the editable grid of triangles you can turn a face into. I assume you are talking about heightmaps ferret? There is actually a terrain tool that lets you create displacement surfaces out of a heightmap image if I recall correctl - was it the new version of Nem's terrain editor?

Posted

I was refering to modeling.

On a side note those displacements you have for the terrain are awfuly repetitive. Add some decals or something to break up the surface, and add some vertical depth to the terrain.

Posted

i think that what skdr originally meant about the broken walls was that you can use terrain displacements along those broken edges to give it a rougher, less regular, more broken look without having to make custom prop models or fit in existing ones. not a perfect solution but it might be better than what you've got.

Posted

Ah that makes more sense! :idea: I thought you were referring to model props, no idea why...... :?

I was thinking the terrain looked pretty dull myself, any suggestions how I would make it more vertical? I guess I could use a lot of displacements at different heights, hmm I'll have to have a good think about this one...

BTW the websites down at the moment so you can't access the images, I'll have it up and running in a few hours.

Posted

You could probably afford to up the texture scale a little in order to reduce the repetition - most terrain textures in HL2 seem to look pretty good at scales slightly above the default 0.25, such as 0.5.

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