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Post by theprofessor13 on Mar 26, 2009 10:32:30 GMT
Hello all . I some while ago began working on a map (my first map actually) for the mod Stargate: The Last Stand. Unfortunately, the prefabs I require to make the map playable on TLS are not available to the public yet so I am currently using Stargate: TC2 to get the map underway. Anyhow, after watching your tutorial on water I decided to make a small "lake" in my map. The original plan was to use a displacement as the lake bed and then carve a hole in it to allow people passage through an underwater cavern to a "secret" room where an objective may be located. I have since discovered that you can not carve a hole in a displacement as I had hoped (yes, I know carving is bad ). I was just hoping for some insight on how I could achieve this. As I'm only new to mapping some of the things that may be obvious to people like you have not yet even entered my brain . I'll upload the VMF if you want it . Thanks for any help.
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Post by 3kliksphilip on Mar 26, 2009 13:42:22 GMT
What I'm about to write may be complicated. The short and simple version is 'replace one large displacement with loads of small ones, and delete one of those small ones to represent the hole'.
A displacement with 4 complexity is 4 times as complex as one with 2
Imagine complexity 2 is 1x1 Complexity 4 is 4x4
Following this, if you want a hole in the displacement, replace a single, large displacement with 4 complexity with 16 2 complexity ones. You can then delete one to allow for a hole in the ground.
The rest should still be able to sew together with out any seams.
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Post by theprofessor13 on Mar 27, 2009 2:21:58 GMT
So make a swimming pool shape in the ground with a hole cut out of it? Sounds simple enough. I'll give it a go . Thanks.
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Post by theprofessor13 on Mar 28, 2009 6:38:25 GMT
Well, didn't have much luck with that . When I clicked Subdivide, some of the textures stretched out into the void. I tried for three hours to try and get it to work but to no avail. I ended up making the base of the lake similar to yours in the "Source SDK Water doesn't work, Leaks and holes" tutorial. Doesn't look as good as it did while using displacements, but it allows me to place a pipe leading to an underground room. The problem I know have is that by using multiple brushes for the water (one for the main lake, one for the pipe leading out of the lake and one for the area where you surface into the underground room) has caused a slight delay when transitioning between them. For example, when moving through the pipe, you reach the end of the lake's nodraw texture and reach the pipe's texture, the player seems to get stuck for a very brief period of time. I'm experimenting with using different textures where the transition occurs to see if I can avoid this.
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Post by 3kliksphilip on Mar 28, 2009 13:42:11 GMT
Make separate displacement things, don't try splitting ones you already have.
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