Jump to content

Recommended Posts

Posted

I place floors at the top of a 128 high brush. 8 units thick does the trick...

Same for ceilings as well.

Yeah, I used to get kind of mad about this (I like being neat) but, meh, I'll have to live with it. :P

  • Replies 178
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Final question. Before I ever start a map, I always decompile the official maps created by the company that made the game so I can get some ides of technique/texture theme/ect ect. Well anyways, I noticed that ALL displacements that Valve does is created like this:

untitledfa2.th.png

What is gained by doing it that way? I mean once you create the displacement, that whole bottom part gets ignored by the engine, so why do it like this?

The other sides don't matter when its compiled. Turning it into a wedge is just a waste of time in the long run.

Posted

Maybe it was to make it easier to notice which brushes were displacements. The public SDK version of Hammer didn't have the ability to render displacements in the 2D views until a while after release, so I guess they might not have had that internally either. That approach would make it quicker to differentiate between displacements and world brushes.

Posted
If You do 120 inside, You don't really have to rescale textures if You properly set them up, some of them will have 8 unit trim (like hl2 apartments plaster walls) that fit this "missing" area.
some of the plaster walls have 16u trims, which work out even better.
Posted

Maybe it was to make it easier to notice which brushes were displacements. The public SDK version of Hammer didn't have the ability to render displacements in the 2D views until a while after release, so I guess they might not have had that internally either. That approach would make it quicker to differentiate between displacements and world brushes.

this probably

Posted

Good topic. For some reason (And I have yet to make a DOD:S map)...I always start buildings with slabs of 128 height brushes. It always ends up messing me up in the end though.

I didn't see the err in my ways until I took a look at how cs_assault did it. I guess the lesson is to see how the pros do it first.

you better be talking about the css version :fist::fist: and even that one has some pretty bad build-flaws project light in wrong angle on the balcony anyone ?

Posted

you better be talking about the css version and even that one has some pretty bad build-flaws project light in wrong angle on the balcony anyone ?

...and not to mention they carves the sidewalk curbs. :shock:

Posted

Thanks for your comments guys.

I am pretty sure there is a reason for why they do that to their displacements, because EVERY SINGLE ONE uses that technique and that is a LOT of effort.

Well anyways, I pretty much have no idea how Valve did this...........

untitled2xv1.th.jpg

untitledjd5.th.jpg

Its not subdivide, because I tried that.....

Its not done manually, its too perfect for that.......

Seriously, how the hell!?

EDIT: I am going to start orangemapping tonight, so which method should I use for the multiple floors? Buddy's idea?

Posted

They just created regular geometry and converted it to displacement for the bridge, the other thing I never did figure out and just copied the brush into my map where I used it.

That building eventually got cut, though.

Posted

They just created regular geometry and converted it to displacement for the bridge

That building eventually got cut, though.

Nope, thats not how they did it actually.

Here it is destroyed.........

untitled3js6.th.jpg

WTF?

Posted

Valve built these maps with antiquated tools and there are versions of them probably built on top of eachother going back ... years? So god knows

Guest
This topic is now closed to further replies.

×
×
  • Create New...