Displacement Entities
Displacement Entities
So I have looked around and it appears that displacements can in no way be tied to an entity.
Maybe somebody has an alternate solution to my problem.
In HL2, many headcrab canisters appeared throughout the game in giant ditches created with displacements. I'm trying to recreate these craters but make it so they don't appear until after a canister crashes. However, due to the fact that displacements can't be turned on/off or created/destroyed, I'm not able to accomplish this.
Does anybody have a viable solution besides cutting a func_brush up into a million little cubes?
Maybe somebody has an alternate solution to my problem.
In HL2, many headcrab canisters appeared throughout the game in giant ditches created with displacements. I'm trying to recreate these craters but make it so they don't appear until after a canister crashes. However, due to the fact that displacements can't be turned on/off or created/destroyed, I'm not able to accomplish this.
Does anybody have a viable solution besides cutting a func_brush up into a million little cubes?
- Mr. Someguy
- npc_hunter
- Posts: 512
- Joined: Fri Dec 22, 2006 11:40 pm
- Location: Pennsylvania
Model would be best.
Or (the func_brush idea dosen't have to be a million pieces), make your crater, bring up a flat square brush like you'd have water on displacements, pehaps with a bit of vertex editing for a simple bump or two. And have it as a func_breakable (not func_brush)and choose some appropriate gibs. concrete is normally good for rubble.
Its the best solution if you dont want to make a model. you can rotate your bumped brush around so it dosen't always look the same and make 2-3 variants.
Or (the func_brush idea dosen't have to be a million pieces), make your crater, bring up a flat square brush like you'd have water on displacements, pehaps with a bit of vertex editing for a simple bump or two. And have it as a func_breakable (not func_brush)and choose some appropriate gibs. concrete is normally good for rubble.
Its the best solution if you dont want to make a model. you can rotate your bumped brush around so it dosen't always look the same and make 2-3 variants.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
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'She has zero tolerance for idiots'.
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- Mr. Someguy
- npc_hunter
- Posts: 512
- Joined: Fri Dec 22, 2006 11:40 pm
- Location: Pennsylvania
Exactly what I said, just worded better.fug4life wrote:Or (the func_brush idea dosen't have to be a million pieces), make your crater, bring up a flat square brush like you'd have water on displacements, pehaps with a bit of vertex editing for a simple bump or two. And have it as a func_breakable (not func_brush)and choose some appropriate gibs. concrete is normally good for rubble.

Well, I never....
Something new I've learn't today.
Something new I've learn't today.

'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
The entity's called env_terrainmorph. It seems to be bugged though and doesn't affect the physics of the displacement it's exerting its force on.
So you could just turn that displacement non-solid from the beginning, to use a little less collision data in your map.
Edit: oh, lol, hadn't noticed your post before, KON_Air
So you could just turn that displacement non-solid from the beginning, to use a little less collision data in your map.
Edit: oh, lol, hadn't noticed your post before, KON_Air