It's important to note that the smooth option in the Paint Geometry mode causes your terrain to flatten with extreme intensity the lower the Distance value is. If you want a gentler smoothing, try setting Distance to a very high value, but do remember to bring it back down once you return to using Raise/Lower.
Excellent in-depth tutorials! This one was pretty time consuming for me to go through and I did make a mistake which meant I had to redo a part of it. However, it's great as it's very detailed and I learned a lot (including from my mistake). This is Hammer on steroids compared with the earlier easier stuff I've used so far. Displacements combine a lot of things, it's difficult but it's also very educational to do displacements as you get more used to the clipping and vertex tools along the way.
Hands down worth the watch. I think the problem that most noobs face is that whole "sewing" technique. It's not particularly intuitive and I think this tutorial will be a life saver for those trying to make terrain in Source. Thank you Top hat!
@@jozefuhasis1338 You just have to have the vertexes meet up, and have the dimensions be a power of 2 of each other or equal. 256 or 512 or 1024 etc are recommended
Has any had an issue with the Paint Alpha where the brush icons are not there and the brush in the 3D view is replaced by a cube with an arrow pointing up? Because of it. I can't paint the textures.
another splendid tutorial that makes me feel like a pro after watching even though i have no previous experience. These tutorials are the best, you not only really know your stuff, but you're really good at explaining it too which is a true talent. I recommend your video tutorials to everyone trying to learn hammer, and i use them myself as well, thank you for taking the time to make them for us! And thanks again for helping me the other day with that env_instructor_hint.
Thanks for this great tutorial series. At the end of the video you said that this is the basic of displacement. Could please make a video for a more advanced displacement creation.
In short, find the model you're looking for (helps to use HLMV so you can also check what material(s) are assigned to it), extract it from the .vpk or .gcf using a program like GCFScape, then put in the game's respective model and materials folders. The model doesn't care where you put it inside the model folder, it just needs the material (both .vmt and .vtf in which the .vmt refers to) in the material folder to be in the same place.
Can you make another one of these videos but for rocky walls, specially diagonal and round rocky walls, i have a huge problem creating these they never look good
It depends if it's a Source game or not. Moving models and materials from one Source game to another is pretty simple but getting an non-source model typically requires a 3d authoring program and a .smd exporter. All source games store models and materials in literally models and materials folders respectively. Note though that models expect the material to be in the material folder and in the same file path relative to that folder otherwise it won't find it.
I finally managed to create a cave!! Awesome tutorial, as well as the others you've published. Would it be too much to ask you tips on how to make a cave slope? Or even better, a cave coiled slope, if that's not pushing too much?? I'd realy like to add one of those to this map that I'm creating and learning as I go, in great part thanks to your tutorials! Keep up the good work dude!! =)
Which is what he did. He just had a different blend material (A material blending two textures together) that uses the same grass texture applied to it.
at 11:54, how do you apply different textures to the painted alpha and not change the entire texture? Right clicking normally just changes the entire texture.
Is there any way to get ALL of the assets and materials from Portal, Half-Life and Counter Strike in one version of Hammer ? I want to create a fun hopefully playable cross over mod and feel it would be beneficial to have as much resources as possible.
I can not subdivide! It turns out like something from starwars or the most weird thingy ever, what do I do wrong? I make these walls like a tunnle like you did with normal brush, then I select inside walls and "create" a displacement and thereafter I click subdivide... Am I wrong?
How can I use the secondary texture of a "blend" texture on a brush instead of a displacement? I want to use 100% of the "grass" side of a sand-grass blend texture, but when I apply it to the brush it's only sand. Can I make it 100% grass instead?
Is there any way of knowing what textures are in the game youre working with, so you dont have to worry about using textures other people may not have?
The blend textures wont change to the second colour when i press Invert Alpha nor when i try to Paint Alpha, please help :D Most likely me being a utter noob.
I made a displacement with detail sprites on it in hammer but when I compiled they didn't show up! Here's the texture: nature/blenddirtmud01 . Any help would be appreciated.
I am making displacements the same way you are, but I still get that weird shadow glitch on the edges of the displacements. Am I doing something wrong?
+thechannelitrollwith Simply drag with the selction tool (in the 2d view) over the things you want to be selected and hit enter to select them all at the same time. :)
displacements are like spoiled kids, no it won't do what you want if you don't do this, and this doesn't work if you don't do that. god they look nice in game but I HATE displacements.
"[...]And this is the basics of displacements[...]"
BLOODY HELL
8 years and i still learn this displacements
this made me really appreciate the vortal coil in ep2. holy fuck that must have taken sooooo long!
oh my god that must of been displacement hell
I feel bad for the poor mappers that made that entire chapter.
It's important to note that the smooth option in the Paint Geometry mode causes your terrain to flatten with extreme intensity the lower the Distance value is. If you want a gentler smoothing, try setting Distance to a very high value, but do remember to bring it back down once you return to using Raise/Lower.
Best displacement tutorial ever!
I would even say that these are the best Hammer Tutorials so far!
Excellent in-depth tutorials! This one was pretty time consuming for me to go through and I did make a mistake which meant I had to redo a part of it. However, it's great as it's very detailed and I learned a lot (including from my mistake). This is Hammer on steroids compared with the earlier easier stuff I've used so far. Displacements combine a lot of things, it's difficult but it's also very educational to do displacements as you get more used to the clipping and vertex tools along the way.
Hands down worth the watch. I think the problem that most noobs face is that whole "sewing" technique. It's not particularly intuitive and I think this tutorial will be a life saver for those trying to make terrain in Source. Thank you Top hat!
Adam Sinclair its not a life saver since the sewing is not explained at all
@@jozefuhasis1338 You just have to have the vertexes meet up, and have the dimensions be a power of 2 of each other or equal. 256 or 512 or 1024 etc are recommended
@@jozefuhasis1338 it's explained like 6 different times in the video
should have waited a few more years to respond@@PebsBeans
@@jozefuhasis1338 nah 6 years is good since I said 6 in my comment
Gee, a broken Source feature :/
Never seen that before
Projared
Agreed…especially sew which doesn’t work
@@primus0348 it doesn't work if the power is 4. Only with 3
So thaaaat's what subdiv does... dang. That would've saved me a lot of time on the last map I did... thanks dude!
that 3 dots tell the entire story
This must be the best displacement video. Thank alot :)
Has any had an issue with the Paint Alpha where the brush icons are not there and the brush in the 3D view is replaced by a cube with an arrow pointing up? Because of it. I can't paint the textures.
Was wondering how you would make a tunnel or something on the cliff walls. Glad you covered it later in the video!
another splendid tutorial that makes me feel like a pro after watching even though i have no previous experience. These tutorials are the best, you not only really know your stuff, but you're really good at explaining it too which is a true talent. I recommend your video tutorials to everyone trying to learn hammer, and i use them myself as well, thank you for taking the time to make them for us! And thanks again for helping me the other day with that env_instructor_hint.
Lol "That's what she said." XD
What if she was a he?
Then I don't know. LOL
"That's what he said."
Thanks for this great tutorial series. At the end of the video you said that this is the basic of displacement. Could please make a video for a more advanced displacement creation.
He has a another series but I think it's more complex
You deserve more subs, you spend a lot of time with every video you do to make sure its informative and great. Thankyou!
In short, find the model you're looking for (helps to use HLMV so you can also check what material(s) are assigned to it), extract it from the .vpk or .gcf using a program like GCFScape, then put in the game's respective model and materials folders. The model doesn't care where you put it inside the model folder, it just needs the material (both .vmt and .vtf in which the .vmt refers to) in the material folder to be in the same place.
Can you make another one of these videos but for rocky walls, specially diagonal and round rocky walls, i have a huge problem creating these they never look good
This took me like a week to do. Not even joking.
So thankful for your tutorials.
Thanks man this is giving me all kind of cool ideas for my maps.
It depends if it's a Source game or not. Moving models and materials from one Source game to another is pretty simple but getting an non-source model typically requires a 3d authoring program and a .smd exporter.
All source games store models and materials in literally models and materials folders respectively. Note though that models expect the material to be in the material folder and in the same file path relative to that folder otherwise it won't find it.
very impressive. theres just so much to learn
an easier way to make large displacements is to just scale it up to whatever you want, and cut it up with the clipping tool a couple of times.
I finally managed to create a cave!! Awesome tutorial, as well as the others you've published. Would it be too much to ask you tips on how to make a cave slope? Or even better, a cave coiled slope, if that's not pushing too much?? I'd realy like to add one of those to this map that I'm creating and learning as I go, in great part thanks to your tutorials! Keep up the good work dude!! =)
This was a GREAT tutorial! So much detail. Seriously, great vid!--- Very helpful!
9:23 if you make a tutorial on how to make a horror map have that as the jumpscare noise
Which is what he did. He just had a different blend material (A material blending two textures together) that uses the same grass texture applied to it.
Much appreciated for this useful tutorial, it's just what I needed.
Ngl that 4:10 part got me laughing out hard, was playing this in the background while doing the displacements in sdk lol
at 11:54, how do you apply different textures to the painted alpha and not change the entire texture? Right clicking normally just changes the entire texture.
9:22 Jesus, I thought my PC was lighting up from some virus I didn't know I got, scared the ever living f*ck out of me.
Is there any way to get ALL of the assets and materials from Portal, Half-Life and Counter Strike in one version of Hammer ? I want to create a fun hopefully playable cross over mod and feel it would be beneficial to have as much resources as possible.
I can not subdivide! It turns out like something from starwars or the most weird thingy ever, what do I do wrong? I make these walls like a tunnle like you did with normal brush, then I select inside walls and "create" a displacement and thereafter I click subdivide... Am I wrong?
How can I use the secondary texture of a "blend" texture on a brush instead of a displacement? I want to use 100% of the "grass" side of a sand-grass blend texture, but when I apply it to the brush it's only sand. Can I make it 100% grass instead?
Can you make tutorial how to make a Combine Sniper please ?
My displacements don’t appear in my 2D viewport. It just looks like the original cube
Thanks for the tutorial! You earned a sub :)
how did u mix 2 bend texture in 11:47? i put shift + a,choose another texture,put right click,and all the surface was replace
Not sure if you're still looking for an answer, but he didn't. He just used a blend texture with the same grass.
@@ComradeCheekiBreeki yep
Thank you for the tutorial.
why whenever I create displacement I get entiry error when compiling ?
Is there any way of knowing what textures are in the game youre working with, so you dont have to worry about using textures other people may not have?
how can i get materials and models from multiple games into one map? for sfm use (source filmmaker)
:O someone else with a windows 8! IM SAVED!
Yo fellow windows 8 user, your not alone.
Windows 8 4 lyfe
Shaders on my displaced terrain don't show up...
4:14
11:47 how do you do that???
so that's how gm_flatgrass is made
how you selected 2 brushes?
The blend textures wont change to the second colour when i press Invert Alpha nor when i try to Paint Alpha, please help :D Most likely me being a utter noob.
Solved it.
how ?
HOW??????
thx alot again for your effort ;) keep it up!
I made a displacement with detail sprites on it in hammer but when I compiled they didn't show up! Here's the texture: nature/blenddirtmud01 . Any help would be appreciated.
Oh okay, so it only works with other blend textures. Thought it could be used with any texture. Thanks.
paint alpha or invert alpha wont work for me! im using gmod hammer, and im sure the texture im trying to use is a blend.
I am making displacements the same way you are, but I still get that weird shadow glitch on the edges of the displacements. Am I doing something wrong?
Make sure to destroy the un-seen faces, and sew.
I've tried following you step-by-step :(
The blending/painting Alpha doesnt work for me as well as some other guys in the comments
dem this is the best tutorial ever :)
can you group up displacements?
but... you can make a displacement over the ground to make some ways
Hey Doug, I have a question.
Saving .vmfs directly into my dropbox folder will somehow affect the .bsp?
I had try this and didn´t work, it only apply the texture don´t change the alpha.
16:52 "diamond shaped"
Okay Waffle
( ͡° ͜ʖ ͡°)
@@TopHATTwaffle lol you replied thats so kind :)!
awesome! reminds me warcraft3 map maker heh
thanks man
how do you "drag-select" (hold down mouse button) while in face edit?
+thechannelitrollwith Simply drag with the selction tool (in the 2d view) over the things you want to be selected and hit enter to select them all at the same time. :)
+Apocalyzer I forget what I was talking about, but I'm pretty sure I thought he was drag selecting in the 3D view alone.
Hmm idk, I only see him doing this 22:55
It doesnt sew despite the verts linning up
Blending is the worst.
I find a nice blend, then I can't find the corresponding grass type that fits the rest of the map without displacements...
Thanks a lot.
When I try to paint the alpha nothing happens. I've tried multiple blend textures and the same happens. Please help.
+OctoMan Did you find a solution yet I have the same problem
+OctoMan you have to change your camera view to "3d Textured"
What happened to the grass sprites in csgo? :(
Thanks a lot!
displacements in the power of 4 can cause errors. thats what she said
The sew function is not working
i can't blend the other texture, or any texture... if i click invert Alpha dont do anything, the same with paint Alpha. Can u help?
+Cvetan Vasilev Did you find a solution yet I have the same problem
Yes, my camera view wasn't on the right settings... 😃
+ToN1c when u open a map or new map, just click upper left on "camera" and make it "3D Textured" !
+Cvetan Vasilev Wow thanks for the help
+ToN1c np
why do you use nodraw in the end? why not make a huge skybox block that surrounds everything?
+popcornxD it's bad practice to use a giant hallow block for skyboxes in release levels. Using nodraw as much as possible is bed practice.
and what if i split that giant block in half and retexture the lower one with nodraw?
Nodraw is the method, that we the mappers we would always first to make it the level.
21:10 how you did it ?
Top marks!
Can I just make cave in 3ds Max and import as prop_static?
ehm... nice idea. Would like to know it too.
nice!
left/right clcik.
that's what she said!
and css i cant get them to work again :(
Oh dear. This was all going so well, but when you started making the cave opening my brain started to melt. D:
I like waffles
Somehow Textures arent shown in the Camera ( 3d ) And yes, I enabled 3d shaded textured polygons
oh thanks!
Oh cool
About the looping sound: developer(dot)valvesoftware(dot)com/wiki/Looping_a_Sound
Help pls! Paint alpha is not work.
you probably don't have a blend material on your brush
Change the camera mode to "3D Textured".
4:14 - Whoa, I thought I was watching TopHATTwaffle, not Christopher Odd. XD
Anyone watching this to make those caves in portal 2?
displacements are like spoiled kids, no it won't do what you want if you don't do this, and this doesn't work if you don't do that. god they look nice in game but I HATE displacements.
12/10 DUN!'s
"global offense"
Yarrr, ya filthy landcrab.
kral yardım ediyor
4:10 *sunglasses*
video speed: 2
DUN
*T I P P Y T O P*
Silly windows 8 xD
Bad tutorial use carving instead
ahh yes very basic
thank you!