The Game Modding Community - Since 2001

CS 1.6 Manually Displacement Tutorial

A Tutorial for GoldSrc Engine

Goldsource Engine Manually Displacement Terrain Tutorial

When you make an outside map (example: forest), if the grass is just a block, the map looks too flat. ===================================================================================================== So I'm going to show you how to manually make displacements without any programs. --------------------------------------------------------------------------------- First, make a block, in power of 2, (you know, like 256, 512, 1024, 2048 and etc...) Then resize it twice less: ![](http://files.gamebanana.com/img/ss/tuts/54f880a2bd24c.jpg "") And again: ![](http://files.gamebanana.com/img/ss/tuts/54f880c3b3e96.jpg "") Now you have to split the block into four triangles, using the **Clipping Tool**: ![](http://files.gamebanana.com/img/ss/tuts/54f880d9e90f7.jpg "") Then duplicate the triangulated block, and fill the space, where the big flat block was, with them. Group all the triangulated blocks, so to be clearer to see. It should look so: ![](http://files.gamebanana.com/img/ss/tuts/54f880f64ab7d.jpg "") You're almost done. Select the "displacement" and click on the **Vertex Tool**. Now grab some dots (in the Top view) and displace them in the Side view by holding CTRL (or in the 3D view). ![](http://files.gamebanana.com/img/ss/tuts/54f88106a1103.jpg "") Now you're done ===============
Please rate and comment. Enjoy creating displacements :)

Posts

  • 2mo
    X RaY avatar
    X RaY username pic Joined 3y ago
    RECHARGING...
    Black Mesa Inc. Flag Affiliation: Black Mesa Inc.
    14,505 points Ranked 313rd
    35 medals 2 legendary 6 rare
    • Submitted 100 Sounds Medal icon
    • 30 submissions featured Medal icon
    • Submitted 50 Sounds Medal icon
    • 10 submissions featured Medal icon
    • Returned 1000 times Medal icon
    • Submitted 20 Maps Medal icon
    X RaY avatar
    X RaY
    Black Mesa Inc. Flag
    Affiliation
    Black Mesa Inc.
    Dude fix your tutorial please.
    • Funny x 1
    Another Black Mesa Fan <3
  • 3y
    NvC_DmN_CH avatar
    NvC_DmN_CH username pic Joined 5y ago
    There
    Apocalyptic Flag Affiliation: Apocalyptic
    1,492 points Ranked 3462nd
    42 medals 2 legendary 9 rare
    • Returned 5000 times Medal icon
    • 15+ Entries! GameBanana’s Christmas Giveaway 2017 Medal icon
    • Submitted 20 Gamefiles Medal icon
    • 3rd Place - The
    • 2nd Place - Alien Devices Modeling Contest Medal icon
    • Returned 1000 times Medal icon
    NvC_DmN_CH avatar
    NvC_DmN_CH
    Apocalyptic Flag
    Affiliation
    Apocalyptic
    > **Posted by Mark Tven** > > Very good tutorial before a week or amout I hear about this triangle method, but always when I use vertex give me problems. This probles apear in check for problems. > > So can you tell me what to do to avoid this problems? Well, make sure everything you edit with the **Vertex Tool** is triangles (I mean, brush with 5 faces)
    DmN means DiaMoNd avatar
    Mantra
    DmN means DiaMoNd
  • 3y
    Mark Tven avatar
    Mark Tven Joined 3y ago
    Offline
    UnreaLaws Flag Affiliation: UnreaLaws
    1,886 points Ranked 2719th
    22 medals 4 rare
    • Submitted 50 Maps Medal icon
    • Returned 1000 times Medal icon
    • Submitted 20 Maps Medal icon
    • Submitted 20 Castaways Medal icon
    • Unlocked Treehouse VIP clearance Medal icon
    • One month a member Medal icon
    Mark Tven UnreaLaws Flag
    Affiliation
    UnreaLaws
    Very good tutorial before a week or amout I hear about this triangle method, but always when I use vertex give me problems. This probles apear in check for problems. So can you tell me what to do to avoid this problems?
    Whatever avatar
    Mantra
    Whatever
  • 3y
    Mamorex avatar
    Mamorex username pic Joined 8y ago
    Offline
    12,800 points Ranked 360th
    28 medals 4 legendary 6 rare
    • Returned 5000 times Medal icon
    • Submitted 50 Maps Medal icon
    • Submitted 40 Castaways Medal icon
    • 2017 Top Contributor Medal icon
    • Submitted 30 Textures Medal icon
    • Returned 1000 times Medal icon
    We have a tutorials contest. ;-)

    10

    Poland
  • 3y
    NaitsirK di Fire avatar
    NaitsirK di Fire username pic Joined 9y ago
    Offline
    10,198 points Ranked 462nd
    26 medals 5 rare
    • 3rd Place - Trouble in Paradise Mapping Contest Medal icon
    • 6 years a member Medal icon
    • Returned 1000 times Medal icon
    • GameBanana’s Christmas Giveaway 2017 Day Seventeen Winner! Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2017 Medal icon
    • Tutor of the Month, January 2015 Medal icon
    > **Posted by Csm.-ChAoS-** > > > **Posted by NaitsirK di Fire** > > > > > **Posted by Csm.-ChAoS-** > > > > > > > **Posted by NaitsirK di Fire** > > > > > > > > Nice tutorial dude, it's good you took the time and shared your knowledge, it will surely come in handy :) > > > > > > > > But I have to say that even tho it does the job quite well when doing larger objects, it is a bit heavy on the poly count if going for smoother ground. This technique might come well when mixed with my dynamic terrain approach. > > > > > > Well the polygon count may suffer, but you can optimize it by making the displacement func_wall and placing a Null textured wall below it (similar to what you would do in source). It would lower wpoly count but overall vis optimization may suffer. > > > > What I meant was, if your going to build a mountain/field map setting (the whole map), and want to make the ground smooth, this technique is a pretty rough choice since triangles build up w\_poly and clipnodes quite a lot. But for the desired look, it does the job quite well, only in smaller chunks, or far distanced landmasses. > > Perhaps the rough look of the landscape can be somewhat lowered by having more blocks, but that would increase wpoly's a lot again. Still better then just triangles. That's why I said what I said before.

    10

    Post Mapper. avatar
    Mantra
    Post Mapper.
  • 3y
    Dracula Mafioso avatar
    Dracula Mafioso Joined 8y ago
    Offline
    6,429 points Ranked 738th
    11 medals 2 rare
    • Returned 1000 times Medal icon
    • 6 years a member Medal icon
    • Tutor of the Month, November 2014 Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    • One month a member Medal icon
    > **Posted by NaitsirK di Fire** > > > **Posted by Csm.-ChAoS-** > > > > > **Posted by NaitsirK di Fire** > > > > > > Nice tutorial dude, it's good you took the time and shared your knowledge, it will surely come in handy :) > > > > > > But I have to say that even tho it does the job quite well when doing larger objects, it is a bit heavy on the poly count if going for smoother ground. This technique might come well when mixed with my dynamic terrain approach. > > > > Well the polygon count may suffer, but you can optimize it by making the displacement func_wall and placing a Null textured wall below it (similar to what you would do in source). It would lower wpoly count but overall vis optimization may suffer. > > What I meant was, if your going to build a mountain/field map setting (the whole map), and want to make the ground smooth, this technique is a pretty rough choice since triangles build up w\_poly and clipnodes quite a lot. But for the desired look, it does the job quite well, only in smaller chunks, or far distanced landmasses. Perhaps the rough look of the landscape can be somewhat lowered by having more blocks, but that would increase wpoly's a lot again.
    You're...pretty good...
  • 3y
    NaitsirK di Fire avatar
    NaitsirK di Fire username pic Joined 9y ago
    Offline
    10,198 points Ranked 462nd
    26 medals 5 rare
    • 3rd Place - Trouble in Paradise Mapping Contest Medal icon
    • 6 years a member Medal icon
    • Returned 1000 times Medal icon
    • GameBanana’s Christmas Giveaway 2017 Day Seventeen Winner! Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2017 Medal icon
    • Tutor of the Month, January 2015 Medal icon
    > **Posted by Csm.-ChAoS-** > > > **Posted by NaitsirK di Fire** > > > > Nice tutorial dude, it's good you took the time and shared your knowledge, it will surely come in handy :) > > > > But I have to say that even tho it does the job quite well when doing larger objects, it is a bit heavy on the poly count if going for smoother ground. This technique might come well when mixed with my dynamic terrain approach. > > Well the polygon count may suffer, but you can optimize it by making the displacement func_wall and placing a Null textured wall below it (similar to what you would do in source). It would lower wpoly count but overall vis optimization may suffer. What I meant was, if your going to build a mountain/field map setting (the whole map), and want to make the ground smooth, this technique is a pretty rough choice since triangles build up w\_poly and clipnodes quite a lot. But for the desired look, it does the job quite well, only in smaller chunks, or far distanced landmasses.

    10

    Post Mapper. avatar
    Mantra
    Post Mapper.
  • 3y
    Dracula Mafioso avatar
    Dracula Mafioso Joined 8y ago
    Offline
    6,429 points Ranked 738th
    11 medals 2 rare
    • Returned 1000 times Medal icon
    • 6 years a member Medal icon
    • Tutor of the Month, November 2014 Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    • One month a member Medal icon
    > **Posted by NaitsirK di Fire** > > Nice tutorial dude, it's good you took the time and shared your knowledge, it will surely come in handy :) > > But I have to say that even tho it does the job quite well when doing larger objects, it is a bit heavy on the poly count if going for smoother ground. This technique might come well when mixed with my dynamic terrain approach. Well the polygon count may suffer, but you can optimize it by making the displacement func_wall and placing a Null textured wall below it (similar to what you would do in source). It would lower wpoly count but overall vis optimization may suffer.
    You're...pretty good...
  • 3y
    NaitsirK di Fire avatar
    NaitsirK di Fire username pic Joined 9y ago
    Offline
    10,198 points Ranked 462nd
    26 medals 5 rare
    • 3rd Place - Trouble in Paradise Mapping Contest Medal icon
    • 6 years a member Medal icon
    • Returned 1000 times Medal icon
    • GameBanana’s Christmas Giveaway 2017 Day Seventeen Winner! Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2017 Medal icon
    • Tutor of the Month, January 2015 Medal icon
    Nice tutorial dude, it's good you took the time and shared your knowledge, it will surely come in handy :) But I have to say that even tho it does the job quite well when doing larger objects, it is a bit heavy on the poly count if going for smoother ground. This technique might come well when mixed with my dynamic terrain approach.

    10

    • Agree x 1
    Post Mapper. avatar
    Mantra
    Post Mapper.

Embed

Share banner
Image URL:
HTML embed code:
BB embed code:
Markdown embed code:

Credits

Tutorial Writer
NvC_DmN_CH avatar Apocalyptic Flag
Affiliation
Apocalyptic
NvC_DmN_CH username pic Joined 5y ago
Offline
Apocalyptic Flag Affiliation: Apocalyptic
1,492 points Ranked 3462nd
42 medals 2 legendary 9 rare
  • Returned 5000 times Medal icon
  • 15+ Entries! GameBanana’s Christmas Giveaway 2017 Medal icon
  • Submitted 20 Gamefiles Medal icon
  • 3rd Place - The
  • 2nd Place - Alien Devices Modeling Contest Medal icon
  • Returned 1000 times Medal icon
Writer & Screenshots

Submitter

NvC_DmN_CH avatar
NvC_DmN_CH username pic Joined 5y ago
There
Apocalyptic Flag Affiliation: Apocalyptic
1,492 points Ranked 3462nd
42 medals 2 legendary 9 rare
  • Returned 5000 times Medal icon
  • 15+ Entries! GameBanana’s Christmas Giveaway 2017 Medal icon
  • Submitted 20 Gamefiles Medal icon
  • 3rd Place - The
  • 2nd Place - Alien Devices Modeling Contest Medal icon
  • Returned 1000 times Medal icon

NvC_DmN_CH avatar
NvC_DmN_CH
Apocalyptic Flag
Affiliation
Apocalyptic

Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!
Sign up to access this!

Category

Details

Difficulty Level
Intermediate Difficulty

Attributes

Genre
Mapping

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+

Stats

  • 2,669 Views
  • 10 Posts
  • 3y Submitted
  • 3y Modified

Scores

91 bScore
10 Rating

3 voters

Sign up to access this!

Yo, buddy. Mascot

GameBanana is one of the oldest mod sites on the net. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation - send modders points.
  • Post: Give modders your thoughts on their work.
  • Vote: Help your favorite modders win monthly awards.
  • Rate: Rate mods and help them stand out.
  • Flag: Alert moderators and warn members of problems with mods.
  • Watch: Get notified when mods are updated.

Resistance is futile... Sign up now!

Already a Bananite? Login

More from Submitter

WiPs by Submitter

bcp.crwdcntrl.net tracking pixel