Talk:Morphing Terrain Issues

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If 0

If 0 means if 0 is true, do the following. So if you replace the 0 with a 1, the code below should run. (Pd) 23:42, 6 June 2014 (UTC)


I was suprised to see the ent included in the first place. Don't expect it to become useful until TF2 comes out, and even that isn't certain. :-) --TomEdwards 10:02, 27 Jul 2005 (PDT)

Yeah...but I really want to be able to use it :-) --ZeroDegrez

Maybe it didn't work fully in E3...maybe they had a cone that pushed up =p -ts2do

removed content

I fixed a lot of grammar and spelling in the work-arounds section, but then realized that the following didn't seem to be talking about the issue at all. I removed it to here (with grammar and spelling fixed); if it's valuable feel free put it back.

One idea is to shift the entire displacement upwards and then move part downwards later, but this requires a network of the entities as you cannot move the vertices in one plane. Also, the vertices always move towards the point itself. This means that you have to place them every second vertex around the edge and then fill in the center in a grid-like manner. Now you will need to change the radius so that the terrain morphs will cancel out each others' sideways movements and just raise the terrain. This is tricky, but can be done through careful calculation. You can choose to place one per vertex as it is much easier to manage, but the entity load will increase drastically. Of course, after the terrain shifts you will need to update the collision frame again by use of a brush, and there should be another brush to move downwards for your indentation. It's messy so you probably won't see it much.

Maven 10:01, 14 Sep 2005 (PDT)

Seems to be working in NS2

UWE have displacement morphing working very well indeed. Looks like we'll get our hands on it one day, or at the very least be able to use it in maps for NS2! --TomEdwards 12:22, 1 Dec 2006 (PST)

Is that definitely done with displacement maps? It looks a bit more complex than that - it does appear rather splendid, however! —Cargo Cult (info, talk) 03:46, 2 Dec 2006 (PST)
It's a procedurally generated mesh, rather than a displacement map - "To build the infestation, we generate a mesh to get the lumpy appearance and use texture effects to make it transition onto the surface of the walls smoothly." (From the blog post, below the vid). --Ging 04:02, 2 Dec 2006 (PST)