Displacement maps without physics

Need Help? The Day isnt going so well on the Mapping front?
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Hickadam
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Displacement maps without physics

Post by Hickadam »

Hi, i'm almost done converting my map Evil Dead for OC.

Only real problem i've hit is that any physics object goes right though my displacements. I'm aware the latest update for the SDK gave options for the displacements to be non-solid and such, but all those check boxes are unchecked.

You can stand, npc's can stand, bullets hit the surfaces, but any physics object goes right through. I REALLY hope i'm just doing something dumb, because I don't wanna start over. I haven't had any trouble with this on previous mods.


Thanks for any help you can lend!


Oh, and by the way, I had to take the env_shake out of my map, because they crash the game. Not sure if that was my problem or everyones.


-Hick
Pampers
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Post by Pampers »

Try your map with another mod and see if the same things reoccurs.
Look ma' no hands!
Hickadam
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Post by Hickadam »

Yeah, at least that isn't mod specific.


It's still acting screwy in other mods...



That being said, anyone have any ideas? I didn't change anything to do with the displacements when I converted it.
tundra_cool
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Post by tundra_cool »

I've got the same problem over here. Seems like another Valve frak-up.
Hickadam
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Post by Hickadam »

Yeah... never mind guys.


I finally found some information in some other forums.

Seems they buggered something.


I'll try zoners compile tools... see if that makes things work.
skidz
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Post by skidz »

well we are updating the code right now so if this is a problem with new displacments it should fix itself once we release the patch with all Valves SDK updates.
tundra_cool
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Post by tundra_cool »

Let me know if you've fixed it!
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Lark
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Post by Lark »

did you say evil dead :O I <3 that movie "groovy" and army of darkness!
Hickadam
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Post by Hickadam »

Well, I managed to find a workaround.


Custom Source Tools by Amackern. Same guy that made Zoners HL Tools.

Once I compiled it with those, my displacements are solid again!


Only thing is that the CST tools don't suport HDR yet. But, I don't think that'll be a big problem. At least not yet.



Just a complete theory though, since collision is calculated in the BSP program, one theoretically only needs to change that one to cstbsp, and leave vrad and vvis.

But since it's working, i'm not touching it :D
tundra_cool
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Post by tundra_cool »

The reason they're solid is because you're using old compile tools.
Scrap
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Post by Scrap »

is this a good workaround and wont cause problems/issues by using older compile?
using Custom Source Tools by Amackern that is because im getting the same problem.

EDIT: and where the hell did you get "Custom Source Tools by Amackern" , cant find these anywhere, google didnt help and so didnt any of the bigger editing community sites.

EDIT2: nvm found them
Hickadam
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Post by Hickadam »

Well, I can't say there won't be any problems... but so far so good.


I haven't noticed anything strikingly wrong...
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