Unseen Displacements Created 19 years ago2005-10-25 05:04:06 UTC by Archie Archie

Created 19 years ago2005-10-25 05:04:06 UTC by Archie Archie

Posted 19 years ago2005-10-25 05:04:06 UTC Post #143505
and kasperg, thanks for pointing the nodraw thing out.. would the best lag-reducing technique on an unseen displacement surface be just to make the texture scale 10 or something?
From my latest map, dm_islandside V2
So, i have a displacement for the ground and on the unseen faces, i have the nodraw texture. But, as Kasperg pointed out, these faces are rendered. Would the best lag reducing technique for unseen displacement faces be to increase the texture scale to ten or something?

As it is, it's not laggy, but if i was making a bigger map, i'd like to know
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-10-25 05:29:00 UTC Post #143513
Well i've been working on a huge mountain map for our little server hunter and I would assume it lags but strangely it doesn't...
DM_lakeside was poorly made with displacements but heck it don't lag :)
It has layers of displacements covering layers of layers etc...to fill up holes ;)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-10-25 05:34:05 UTC Post #143515
Make a tutorial about displacements! >_<
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-25 05:39:35 UTC Post #143516
Would the best lag reducing technique for unseen displacement faces be to increase the texture scale to ten or something?
I don't exactly know how you made those hills and rocks, but I suspect you selected the whole brush (selecting every face) and then clicked on the displacement options. I think that If you select only the visible faces of the brush (just the top ones and the ones facing the gameplay area) the rest should disappear.
I had a similar problem in my source compo map. The problem was the same. I had accidentally selected the face with the nodraw texture just before making the displacement.
But if you can't solve it, scaling it will surely improve things.
Posted 19 years ago2005-10-25 06:29:51 UTC Post #143526
Indeed, the rest disappears when you only selected one face and turn it into a displacement. These faces will not be rendered, you don't need to give them the nodraw texture for that.

There's a trick here, in case you need another face of a brush to be a displacement and don't want to destroy the already existing displacement surface.
There are 3 buttons related to displacements in the top button row. All have a blue D on them for obvious reasons. The right one toggles the visibility of walkable area's (non-walkable parts show up yellow).
The middle button displays the other faces of brushes that have displacement mapped faces. This is usefull: it lets you select those faces and turn them into displacements without having to delete the displacements of that brush.
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