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- {{LanguageBar|title = Buchi nei Displacements}} ...means the method shown in this article may mess up shadow mapping on these displacements.}}9 KB (1,515 words) - 03:33, 22 August 2024
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- ...small luxel sizes on the displacement. One solution is to split any large displacements into multiple smaller ones and then sew them together. ...[[Displacement]] for more information on how to create, edit, clip and sew displacements.1 KB (181 words) - 19:10, 4 April 2025
- {{Warning|This tutorial, like the addon required to follow it, is now deprecated. Please refer to the [[https://developer.valvesoftware.c To set up the displacement, first denote the borders of your displacements by marking them with Freestyle edges.2 KB (312 words) - 10:13, 5 April 2022
- ...ender]] to export [[Studiomdl Data]] and generate [[QC]] files, and export displacements and brushes.</p> | '''[[Seth_stage_sops#Displacements & Brushes|<center>Displacements & Brushes</center>]]'''4 KB (512 words) - 07:58, 16 June 2024
- ...of placing your collision, only the geometry textured in red will collide. It isn't necessary to make things such as the checkpoint model or the little b ...o be, then select the brush and press Ctrl + T to tie it to an entity. Tie it to the [[db camera collision]]. Texture your brush in the '''toolscameracol3 KB (504 words) - 00:19, 7 January 2024
- == What Does It Mean? == .... This is due to too much lightmap data being allocated for the level, and it exceeds the budgeted memory for lightmaps (the "hunk").2 KB (278 words) - 09:11, 16 November 2024
- ...rs with experience in this area need to contribute to this article to keep it accurate.}} ...}} can create similar geometry seen in the Antlion Caves in {{ep2|3.1}}, [[Displacements]] can only accomplish so much before reaching their limitations. The answer3 KB (566 words) - 21:22, 13 December 2024
- {{lang|{{PAGENAME}}|title=Entities Fall Through Displacements}} Physics entities fall through [[displacements]]. These can include {{ent|prop_physics}}, [[weapons]], {{ent|prop_ragdoll}2 KB (395 words) - 13:14, 31 January 2025
- ...means the method shown in this article may mess up shadow mapping on these displacements.}} ...nt|displacement surfaces]] for various reasons. Due to the requirements of displacements, there is no automatic way to accomplish this. Instead, you can use a combi9 KB (1,498 words) - 06:02, 12 July 2024
- {{DISPLAYTITLE:WiseColumns:Columns with Displacements}} ...this is fast and painless. I picked this method up from Valve’s Jeff Lane. It’s nice when a few crumbs fall from the table.]]2 KB (351 words) - 07:21, 15 April 2024
- {{LanguageBar|title = Buchi nei Displacements}} ...means the method shown in this article may mess up shadow mapping on these displacements.}}9 KB (1,515 words) - 03:33, 22 August 2024
- ...urface normal]], preventing [[z-fighting]] with coplanar faces. This makes it suitable for [[decals]]. When used on "proper" decals/overlays, as well as brushes and displacements, it disables depth writing{{clarify}}, causing the surface's depth to be inheri926 bytes (143 words) - 11:47, 3 May 2025
- ...port heightmaps, you can convert terrain generated in World Machine into [[displacements]] using [[DispGen]] for use in the [[Source Engine]]. ...ion of World Machine is not required to complete this tutorial, but having it will allow you to export higher resolution assets.}}5 KB (855 words) - 03:46, 1 April 2024
- == Creating the displacements == ...ce grass the displacements will have to be created first. For this example displacements powers 2 and 3 are going to be used. A displacement power of 4 is really no6 KB (946 words) - 06:15, 12 July 2024
- * The second will be from multiple brushes converted into displacements. (Looks nicer) In the image above the concrete textured brushes will become displacements.5 KB (747 words) - 13:24, 25 March 2025
- ...t [[leak#Special geometry does not seal the world|you must seal behind the displacements with normal world brushes]]. #One {{ent|water_lod_control}} is required, it can be placed anywhere in the map, and does not even need to be near the wa3 KB (570 words) - 08:30, 15 August 2024
- ...disables backface culling, resulting in triangles showing from both sides. It is used to allow for infinitely thin dual sided objects without duplicating ...effect on [[world brush]]es (so tie each one to [[func_detail]]). Works on displacements.{{modernConfirm|Seems to ''only'' work on func_detail.}}}}1 KB (168 words) - 10:00, 10 August 2024
- ...desire. I don’t have to tell you how many problems that can create and how it ends up looking. ...bes they can easily be resized as needed. Make sure Snap to Grid is On and it helps to have your grid lines set to 16.5 KB (882 words) - 07:21, 15 April 2024
- #Displacements can not be converted into entities. (i.e. {{ent|func_detail}}) #Displacements must be created from normal 6-faced (4 sided) brushes.7 KB (1,135 words) - 07:22, 15 April 2024
- ...phics API. A draw call tells the graphics API what to draw and how to draw it. Each draw call contains all the information the graphics API needs to draw {{todo|Describe how draw calls affect brush faces and displacements due to lightmap assignment pages. Could this be improved with custom map co4 KB (653 words) - 07:24, 20 May 2025
- ...e reason is to show there will be no grass sprites on the normal brush but it will have the same grass texture as the other surfaces, and I’ve textured ...hus a normal world brush textured with nodraw is sealing the map under the displacements.4 KB (716 words) - 07:23, 15 April 2024