Displacement based geometry tutorial
[R8]DJBourgeoisie
Join Date: 2007-09-05 Member: 62176Members
In response to some requests to my post regarding displacement based geometry on page 2 of the 4th podcast thread, I went ahead and recorded a video tutorial explaining how I use displacments to create things like collumns, rounded walls etc. The video zipped with 7-zip <a href="http://www.7-zip.org" target="_blank">http://www.7-zip.org</a> is 20.8 megs and unzipped 283 megs. I did not go into extreme detail but enough to get anyone interested started in creating some nice smooth rounded architecture. If anyone is left with questions I will try and answer them but my time is very limited and just casually check this forum. I do not currently have any webspace so I uploaded this to a free host (yousendit.com). The download is good for 7 days or 100 downloads so I ask if anyone could host it for me I would appreciate it.
Heres the link to the tutorial. *edit* original link expired, thanks corporal fortier for hosting.
<a href="http://www.louisfortier.ca/upload/displacement_tut.7z" target="_blank">http://www.louisfortier.ca/upload/displacement_tut.7z</a>
Heres the link to the tutorial. *edit* original link expired, thanks corporal fortier for hosting.
<a href="http://www.louisfortier.ca/upload/displacement_tut.7z" target="_blank">http://www.louisfortier.ca/upload/displacement_tut.7z</a>
Comments
I agree that you can make some awesome things with them, but I always had problems with the lighting of displacement maps.
First of all there is a lower limit on the scale of the lightmap, if the displacement-face is to wide or long.
Then there seem to be some issues with bouncing light and displacement maps, maybe because they aren't treated like the usual faces. I always had to add multiple lights in certain locations to get rid of unnatural looking, black shadows. Of course you can also add the displacement texture to the lights.rad, but that would took ages to compile, if it's often used.
It might work for ns2 though, because bouncing light isn't that necessary for a rather dark and creepy indoor enviroment, but there would still be some ugly transitions and edges in lighting from displacement to ordinary face.
Do you use any special compile options to increase lighting quality considering a mix of displacement and ordinary faces?
Although pretty cheap, id still recommend models over disps for that type of thing, they crank up the file size rather quickly.
For lighting issues, I rarely experience this, on my collumns I usually place a playerclip around the pillar so the players do not actually contact the displacement and give you those shadowing problems.
As for bsp size, bsp size does not really matter when we are talking about a mod or retail game like ns2. File size is really only an issue for custom maps for obvious reasons, and while I would not recommend using displacement based geometry everywhere you can think of the performance gains more than justify using them here and there.
When I think ns2 maps I would hope they are less blocky looking, and that really was the whole point in my posting this tutorial. As heavily model based source engine mapping is I try and create as much from bsp as possible and save the models for finer details such as equipment, lighting, etc.
<a href="http://www.louisfortier.ca/upload/displacement_tut.7z" target="_blank">http://www.louisfortier.ca/upload/displacement_tut.7z</a>
Just ask me if you ever need to host something again <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
It's a Hammer only thing. You can just make a model like that without using "displacements" or anything though.
Hum 2 hours in photoshop vs's 2 minutes with a split face tool, to avoid a increased surface count of 12.
If the the model is a pillar and will be used 80 times, sure go the extra distance. If the model is a single use static engine or other complete model. your wasteing time.
Hum 2 hours in photoshop vs's 2 minutes with a split face tool, to avoid a increased surface count of 12.
If the the model is a pillar and will be used 80 times, sure go the extra distance. If the model is a single use static engine or other complete model. your wasteing time.<!--QuoteEnd--></div><!--QuoteEEnd-->
I mean like using displacement on some alien buildings like the hive for a more rounded organic look.
*evil laughter*
I made a post about that right right up here, but here's the link <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> : <a href="http://www.louisfortier.ca/upload/displacement_tut.7z" target="_blank">http://www.louisfortier.ca/upload/displacement_tut.7z</a>
Enjoy!
Coolness.