l33t question about displacements Created 15 years ago2008-04-26 22:25:43 UTC by Spike Spike

Created 15 years ago2008-04-26 22:25:43 UTC by Spike Spike

Posted 15 years ago2008-04-26 22:25:43 UTC Post #249224
I've got a big problem here. I've done a part of the map, but now I want to add more displacements, and sub-divide them.
User posted image
Problem is I can't do it because it breaks the original displacement, and I can't subdivide all the cliff because I've made holes on them to make the doors, so if I subdivide it will break what I've been doing before.
User posted image
Do you know a way to only subdivide the vertex I want to subdivide?
Posted 15 years ago2008-04-29 16:57:40 UTC Post #249396
What do you mean with 'it breaks the original displacement'? Do you want to make the other faces of a brush into displacement maps as well, without having to destroy the original dismap? If so, you can uncheck the DD button in the top button row to show these other faces. You can then make them into dismaps as you would normally do.

As for per-vertex subdivision, no, that's not possible. You can, of course, move the vertices of multiple selected dismaps at the same time using the paint geometry mode. Personally, that's what I use most of the time. Subdividing may save some time on fresh dismaps but other than that, it's not a very usefull tool.
Posted 15 years ago2008-04-29 17:02:30 UTC Post #249399
Doesn't matter but thanks. I made it by hand, with the geometry tool.
Posted 15 years ago2008-04-29 17:03:26 UTC Post #249400
i disagree - subdivide can be very useful, but in this case, you're right.
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2008-04-29 17:12:49 UTC Post #249403
In dm_mudanchee, a natural rock-formation-heavy map, I hardly ever used it, if at all. But yeah, you're right, it depends on what you're using dismaps for. :)
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