Displacement help

Hi, I have two questions about displacements. How many displacement brushes (or faces) can you have as a maximum? And is it possible to convert displacements to models the same way as you do with regular brushes? Thanks!

If you’re hitting the maximum number of displacements you’re doing it wrong. You should never really get near hammer’s maximum’s for most thing except possibly brushes in very large maps. And entdata, it’s low like a limbo stick.

That wasn’t what I said… I haven’t hit the displacement limit, I just want to know so I can prevent it.
Also, can you convert displacement to models the same way as you do with brushes?

I’m not sure if you can export displacements as models.

Okay, well do you know the excact limit for displacements?

It’s rather high, so don’t worry too much about it.

Thanks! Any specific number? I’ve heard it’s 256, because that’s not enough for my map.

Anyone? I would really like an answer, thanks!

Depends on what you want to do with it.
If your entire map’s floor made out of displacements, use tiles of 2048x2048 or higher. When you do that, you will never hit the displacement limit. If there is one at all.

A displacement is basicly the same as a func_detail. As far as i know there is no limit on func_details.

It would look retarded, because you’d have huge triangles… And there is a limit, and you CAN hit it.

No, just no… func_details are a compile-only thing, and are removed after compile.

Huge triangles? Tiling your map with displacements with the size of 2048x2048 IS a way to make nice smooth hills and stuff. If you think it is too triangly, do 1024 or even 512.

Yes, just yes…

You realize 2048x2048 even at power of 4 is still large triangles… It wouldnt’ be “Nice and smooth” Unless your in 1998.

I’ll judt copy this from a compile log:



Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                210/8192         2520/98304    ( 2.6%) 
brushsides            1460/65536       11680/524288   ( 2.2%) 
planes                 206/65536        4120/1310720  ( 0.3%) 
vertexes               752/65536        9024/786432   ( 1.1%) 
nodes                  297/65536        9504/2097152  ( 0.5%) 
texinfos                25/12288        1800/884736   ( 0.2%) 
texdata                  6/2048          192/65536    ( 0.3%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                  518/65536       29008/3670016  ( 0.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              297/65536       16632/3670016  ( 0.5%) 
leaves                 301/65536        9632/2097152  ( 0.5%) 
leaffaces              536/65536        1072/131072   ( 0.8%) 
leafbrushes            392/65536         784/131072   ( 0.6%) 
areas                    6/256            48/2048     ( 2.3%) 
surfedges             3474/512000      13896/2048000  ( 0.7%) 
edges                 2038/256000       8152/1024000  ( 0.8%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             32/32768         320/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           426/65536         852/131072   ( 0.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      201048/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        5084/16777216 ( 0.0%) 
entdata               [variable]        1382/393216   ( 0.4%) 
LDR leaf ambient       301/65536        7224/1572864  ( 0.5%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/12       ( 8.3%) 
pakfile               [variable]          26/0        ( 0.0%) 


If anyone can actually notice there is no limit for displacements. But displacements are brushes so that would be the only limit you have to face


dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 


And what do you think Disp stands for? :downs:

Sorry i should have reduced it down to that, but that’s what i meant.

Out of interest:
static props [variable] 1/12 ( 8.3%)
I ALWAYS get 8.3%, am I doing something wrong or is the amount of static props needed to use over 1 MB of memory just unholy?

Static and detail props always show that number for some reason.

Just so you know, I made a map with 1100 1024x1024 power 3 displacements without issue (that’s more than enough to fill the entire top view grid with them)

Second Vrad pass (for HDR) and limits quoted from the map log.
Interestingly the disp related data still reads 0% fullness.

Okay, thanks. I read that displacements are cheaper than regular brushes, so I guess you could create alot of them.

they are cheaper to render, correct, however the brush limit is higher than the displacement limit.