CS 1.6 Manually Displacement Tutorial

A Tutorial for Goldsource 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 :)
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    Dude fix your tutorial please.
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    > **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)
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    DmN means DiaMoNd
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    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?
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    Whatever
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    We have a tutorials contest. ;-)

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    > **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.

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    > **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...
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    > **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.

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    > **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.
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    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.

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