I've seen out of hammer tools that let you create different shapes with displacements that you can load in as a vmf.
They should exist somewhere on the VDC Chris -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lech Sent: Sunday, October 12, 2008 2:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Archways as a displacement? That video was extremely helpful in explaining the subdivide function a little more clearly and some of it's uses, but it didn't seem to answer my question entirely. The displacement which makes up the tunnel arches in Hydro appears to be using a displacement power of 3 and are bent ever so slightly to form a perfectly flat rise toward the center. I guess what I'm asking exactly is: how is it possible to neatly bend a displacement along a vertex without it wrinkling? I think I've tried everything fwithout much luck and was wondering if there is a way to manually edit the vertices in the top/front/side views instead of simply painting them in just the 3D viewport. On Sat, Oct 11, 2008 at 11:49 PM, bl4nk <[EMAIL PROTECTED]> wrote: > http://www.louisfortier.ca/upload/displacement_tut.7z > There's a good video tutorial on displacements. It's a 20.8mb download, > so it should go by relatively fast. > > I got the link from this thread on the NS2 forums: > http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102859 > > They're currently having some web problems so I had to pull it off > of the WayBack machine, but that thread should be there still when they > resolve their issues with their website. > > > Matt Hoffman wrote: >> All a displacement face has to be is four sided, so a default arch should >> work. Then just select the outer faces, create a displacement, hit >> Sub-Division if you wish and check that? >> >> --You could try smoothing groups too. >> >> On Sat, Oct 11, 2008 at 9:00 PM, Lech <[EMAIL PROTECTED]> wrote: >> >> >>> Recently upon inspecting TF2 hydro in an attempt to find a way to >>> create a nicer archway, I noticed that some of the tunnel entrances >>> had a nicely smoothed archway that capped the entrance. At first they >>> look like complex BSP arrangements or props, but upon closer >>> inspection with mat_wireframe 1 it appears that they're sculpted >>> entirely out of displacements. Now I'm a bit curious as to how it's >>> possible to create a similar displacement since all attempts I've made >>> at replicating it have been pretty ugly and very challenging. Is there >>> an easier way to do this? >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

