Alright I think I figured it out after reexamining Hydro more closely.
What I thought looked like a power of 3 was actually 2 BSP volumes
with displacements set at the power of 2 which makes more sense now.
After attempting a couple of tests, working with lower quality power
of 2 displacements for this purpose makes more sense to handle
manually since there are less vertices to manage and smoothing groups
can finish it off.

Originally I planned to create this using over a dozen smaller BSP
volumes which would have probably driven performance into the ground,
but this is a much better alternative to creating custom frames and
archways. If you guys want the details on this I'll post them later,
but I think it's possible to figure out just by that explanation.

Thanks for the help.

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?
>>>
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>
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