insta Posted June 2, 2005 Report Posted June 2, 2005 Saw this over at the Valve-Erc forums : Original thread Like others, I've been frustrated by the limited ability to edit displacements. So I've started on a tool to create displacement curves/bends/arches etc. in a similar manner to the patch meshes of the Q3 engine. Displacements are a lot more powerful as you can edit each vertex independently. The maths was a bit tricky to work out but I've managed to create curved bends so far - http://www.symo.clara.net/gfx/disped1.jpg Like it says, it's a third-party tool used to create more exotic shapes with displacement maps. I think it looks very interesting, and I look forward to future versions of it. There's already an early version released, click the link at top to check it out (midway down the thread). Quote
skdr Posted June 2, 2005 Report Posted June 2, 2005 seriously tho. That tool looks great and useful. Quote
ReNo Posted June 2, 2005 Report Posted June 2, 2005 Could be really useful once its a bit further developed. I suck with displacement surfaces, which is really annoying since I was confident with triangle terrain Quote
Zacker Posted June 2, 2005 Report Posted June 2, 2005 The displacement editor in VHE 4.0 is indeed lacking. It got a lot of "alpha version" over it when you work with it. Seems like he already got some good stuff going with it: http://www.symo.clara.net/gfx/roller1.jpg Quote
PhilipK Posted June 2, 2005 Report Posted June 2, 2005 tight stuff! that should be pretty damn useful. Quote
|FRITZ| Posted June 2, 2005 Report Posted June 2, 2005 Dispgen http://www.chaosincarnate.net/cannonfodder/cftools.htm "This program will create a half-life2 displacement map from a height map image. It can read common image formats along with 16bit grayscale tif and pgm image" A very nifty little tool. Quote
Zacker Posted June 2, 2005 Report Posted June 2, 2005 In case anyone cares, then this is some of the features I miss: - More generation options instead of just noise. Sudivide&displace and ridged perlin would be nice. Multi perlin and ridged multi perlin would be 1337. - Some generation options such as glaciation and canyonism to easly create realistic terrain - Material distribution options: Min/max slope and min/max altitude - Constant subdivide size per quality/power instead of reliant on brush size - Blending of more than two materials - Editing of two displacements without them stopping to line up - Get some proper sliders. They should go from -512 to 512 instead of from 0 to 256. - Allow for smoothing on all three axes at the same time Quote
mike-0 Posted June 2, 2005 Report Posted June 2, 2005 FUCKING GOD DAMMIT, i just spent about 45 mintues making a windy road... so is this a plugin or a seperate program? if its a seperate program, can i copy-paste the brush or do i have to save it as a vmf and open it in hammer? Quote
ReNo Posted June 2, 2005 Report Posted June 2, 2005 I'm sure it will just create a .vmf for you to open in hammer, but I haven't tested it. Quote
Tequila Posted June 2, 2005 Report Posted June 2, 2005 I'm sure it will just create a .vmf for you to open in hammer, but I haven't tested it. It probably will eventually, but for now you're got to do some fiddling, opening .map files in notepad. I think I'll just give it some time to mature before embracing it. Quote
insta Posted June 2, 2005 Author Report Posted June 2, 2005 I'm sure it will just create a .vmf for you to open in hammer, but I haven't tested it. It probably will eventually, but for now you're got to do some fiddling, opening .map files in notepad. I think I'll just give it some time to mature before embracing it. Yeah, it outputs a whole lot of numbers, which you have to manually put into the .vmf file. And I'm on the same boat as you, I'll wait a few more release candidates until I try it out. Quote
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