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Displacement maps without physics

Posted: Tue Aug 08, 2006 3:02 am
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

Posted: Tue Aug 08, 2006 3:25 am
by Pampers
Try your map with another mod and see if the same things reoccurs.

Posted: Tue Aug 08, 2006 3:54 am
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.

Posted: Tue Aug 08, 2006 3:58 am
by tundra_cool
I've got the same problem over here. Seems like another Valve frak-up.

Posted: Tue Aug 08, 2006 4:02 am
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.

Posted: Tue Aug 08, 2006 4:16 am
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.

Posted: Tue Aug 08, 2006 4:38 am
by tundra_cool
Let me know if you've fixed it!

Posted: Tue Aug 08, 2006 5:08 am
by Lark
did you say evil dead :O I <3 that movie "groovy" and army of darkness!

Posted: Tue Aug 08, 2006 10:10 pm
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

Posted: Tue Aug 08, 2006 11:21 pm
by tundra_cool
The reason they're solid is because you're using old compile tools.

Posted: Wed Aug 09, 2006 9:28 pm
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

Posted: Thu Aug 10, 2006 3:50 am
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...