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How to make bumpy terrain in GoldSrc
- A Tutorial for Half-Life
This is a tutorial on how to make bumpy terrain in GoldSrc. It works similarly to how displacements work in Source. Make a square where you want your bumpy terrain to be. It must be evenly divisible by 16/32/64, depending on how bumpy you want your terrain to be. For this tutorial I used a 512x512 ground.
Divide the terrain into 8/16/32 or even 64 squares by using the third mode of the clipping tool. You can activate it by pressing twice on it or pressing Shift and X twice. The more squares, the more detailed your terrain will be. I will be using 64 squares to show how detailed can it be. I do not recommend using 64 squares myself.
Optionally, divide the squares into triangles. This may take a long time, which is the reason it's optional, although you can copy them. I will divide it for double the detail and for less errors.
Now, add a sky texture sealing. This will be elaborated on later.
The most difficult step. Select the triangles like this
And go to vertex mode. Select the vertex that has all of the triangles connected, and lower or raise it. Keep doing that with all the triangles until you get convincing bumpy terrain.
Next, transform the triangles into func_wall/func_detail.
And you're done! Compile your map and look at the bumpy terrain. It is pretty limited due to GoldSrc, but it is good enough. Result: