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Displacement Editor


insta

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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).

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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

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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.

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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.

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