Difference between revisions of "Talk:Displacement"

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(Maximum number of displacements?: new section)
(Bump/Normal Maps?: new section)
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This article states that there is a maximum number of 2032 power 3 displacements in a level. Why this limit, and what is the maximum number of power 2 or power 4 displacements? And how would these limits be counted when there is a mix of displacements with different powers? [[User:Greenhourglass|Greenhourglass]] ([[User talk:Greenhourglass|talk]]) 07:53, 1 June 2017 (UTC)
 
This article states that there is a maximum number of 2032 power 3 displacements in a level. Why this limit, and what is the maximum number of power 2 or power 4 displacements? And how would these limits be counted when there is a mix of displacements with different powers? [[User:Greenhourglass|Greenhourglass]] ([[User talk:Greenhourglass|talk]]) 07:53, 1 June 2017 (UTC)
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== Bump/Normal Maps? ==
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Maybe this is a dumb question, but for some reason i seem to remember somewhere some article saying normal mapping does not work on displacement surfaces. Am I making this up or is it just missing from this article? lol [[User:Greenhourglass|Greenhourglass]] ([[User talk:Greenhourglass|talk]])

Revision as of 06:18, 30 July 2017

Confused

Agg, I'm really confused. When I select two displacement surfaces and hit Sew, uh, they don't. I can't see what I'm doing wrong. Help please? --Solar 18:33, 16 Sep 2008 (PDT)

Ah, never mind. I got stuff to work, just the rules of sewing are really, really finicky. --Solar 14:32, 17 Sep 2008 (PDT)

Added from cache

Creating Holes in Displacements does not exist.

added it from Google cache, still needs pics. --mungo

Bright seams

Is there anything that can be done about very slight, bright 'seams' which appear between sewn displacements when antialiasing is enabled? This is on an Nvidia GF6600 with the latest drivers - it's a bit distracting but disappears when antialiasing is switched off... --Cargo Cult 04:04, 26 Jul 2005 (PDT)

No. It's AA artifacting, which is a card thing. --TomEdwards 04:39, 26 Jul 2005 (PDT)
Nvidia, I curse thee!
Ahem. By the way, does anyone get the flashlight not working properly against horizontal, non-bumpmapped surfaces in DX9? I used to think it was my mapping at fault, but it works fine in DX8... --Cargo Cult 09:34, 26 Jul 2005 (PDT)
The 6600 only does super-sample anti-aliasing (FSAA) in 8xQ mode. All the other modes are multi-sample "anti-aliasing" which only works on the edges of polygons, and doesn't work with pixel shaders.Zevensoft 13:53, 26 Jul 2005 (PDT)

Visibility

How does the engine determine whether a displacement is visible? Does it use the original brush, or does it create a convex hull surrounding the displacement, or does it use some other method?

I'm leaning towards it using the original brush. There are some instances where if you create your displacement a certain way, and look at it at a certain angle, it will disappear - this is more noticeable in Hammer than in-game. --Daedalus 03:47, 8 Oct 2007 (PDT)
To remedy this, you could make the original brush larger then use a larger size to sink down the whole displacement's face, then work from there—ts2do 07:31, 8 Oct 2007 (PDT)
Nope, it's based on the bounding box of the displacement, not the base brush. If you're viewing at an angle, the bounding box can be rather large, which may be misleading. --JeffLane 12:03, 8 Oct 2007 (PDT)

Is this bounding box axis-aligned, or aligned with the base face? If axis-aligned, it could result in some very nasty sized bounding boxes... Nhammen 22:09, 12 Oct 2007 (PDT)

Displacement bug keeps happening

I have noticed in many games there are issues with displacements even in regular hl2 there was a command that fixed that problem before I can not recall that fixing command for displacements does any one know how? The problem is all physics entities and players fall through the displacements.

I have the same problem! how do we fix it?! --Army dude 09:53, 24 Jan 2009 (GMT)
See Entities fall through displacements. If you really are still using HL2...please stop. :-P --TomEdwards 18:32, 24 January 2009 (UTC)
thank you!--Army dude 13:04, 24 Jan 2009 (GMT)

brightness problem

sometimes, the displacement gets super-light for no reason. like, at a specific point when I turn, it goes bright. like, if I look straight ahead, it's ok. look right, even by 0.000000000000001 degrees, and it isn't. and the same limits apply everywhere on the map.

can anyone help me with this? Kizzycocoa 22:48, 27 June 2010 (UTC)

You've applied a model material to it. Hammer is supposed to ignore them now so I'm not sure how you've ended up with one. --TomEdwards 18:10, 28 June 2010 (UTC)
I haven't. it's a grass texture. :S Kizzycocoa 18:23, 28 June 2010 (UTC)

Displacement Alpha Reversed in Hammer in October 2011 SDK Update

I noticed that the alpha is now reversed in Hammer for blend textures in regards to which texture shows. ANyone else seeing this? I saw another person post this in the forums... but someone else is claiming that it was always inconsistent between Hammer/game. Is this something that is a temporary bug?--Shawnolson 08:15, 20 October 2011 (PDT)

It looks like SDK updated again and already fixed this.--Shawnolson 08:15, 20 October 2011 (PDT)

Tutorial Request

I've been pulling my hair out for months now. I'm trying to incorporate antlion caves into my map, but I am boggled as to how Valve pulled it off *cough*Jeff Lane*cough*. I've been studying decompiled Ep2 maps and I'm in awe at how the tunnels were created. Curving, ascending, descending. I can create tunnels seamlessly, but it just doesn't seem practical to recreate the tunnels in Ep2 in Hammer without spending countless hours aligning vertices, edges, etc. Can anybody confirm if these were built inside Hammer, *cough*Jeff Lane*cough*or by some other custom tool? —Mattshu 20:56, 21 January 2012 (PST)

I did not work on that particular section, but it was definitely created all in Hammer using displacements. It was done primarily using subdivision surfaces with all of the faces along the tunnels connected so there were no seams, then painted afterwards. Imagine creating a series of simple rooms and connected hallways with brushes, then selecting all of the connected interior faces, turning them into displacements, then subdividing them. It can be very CPU-intensive (read: time consuming) to subdivide that many faces. --JeffLane 13:34, 23 January 2012 (PST)
With my luck, I'd have one single brush to ruin the entire subdivision, creating out-of-whack displacement surfaces. So, I guess it just takes a lot of time, motivation, and patience; three things I don't seem to have. Thanks for the response, it's nice to hear it directly from official mappers. —Mattshu 22:57, 23 January 2012 (PST)

Maximum number of displacements?

This article states that there is a maximum number of 2032 power 3 displacements in a level. Why this limit, and what is the maximum number of power 2 or power 4 displacements? And how would these limits be counted when there is a mix of displacements with different powers? Greenhourglass (talk) 07:53, 1 June 2017 (UTC)

Bump/Normal Maps?

Maybe this is a dumb question, but for some reason i seem to remember somewhere some article saying normal mapping does not work on displacement surfaces. Am I making this up or is it just missing from this article? lol Greenhourglass (talk)