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? >>> >>> _______________________________________________ >>> 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

