thats by far not the only displacement that doesnt fit perfectly ... i mean not only on this map, thats more or less on any map made out of displacements. its because it totaly sucks making them ... :\
The HUD in the screenshot looks very different than mine. Did they just release a new version within the past 24 hours or did you do that by editing the HUD files?
its either this or trickster's failpack, but doing it will mess up your particles and spam your console with errors. After you replace, reupdate 2.24. Oh ya you have to do it anyways to play I think.
Oh, it's a custom mod. Hell, I might get that since you can use it to see parts of the screen blocked by the standard VGUI.
that's not too bad. Unfortunately, to fix such displacements, you need to know which ones to sew, and only select those 2 edges if you use tons of them. It's hard to describe, but sometimes it almost never works perfectly unless you sink them all to a common value (like 0).
maybe if you go and do displacement editing you should select all displacements. that way you dont have to sew afterwards.
2 things. 1) My map pack only put maps in, and didn't overwrite anything. 2) what you've done is put old outdated DLLs and overwritten 2.24 with the GUI, which means you ignored the warnings not to include them. Hence the errors.
dont do that then always do stuff yourself, dont use automated tools in hammer cause they suck. sure they can speed up the progress but in the end you're always fixing stuff hamemr broke.
if you know what you are doing and what to expect, all automated stuff works besides carve and hollow
Actually carve and hollow might work too as long as you know what it does and how to work around the many issues these tools give.. I myself like to be in control though and do everything myself. I don't mind because mapping calms me down and I only map for myself anyways. I don't care if any of my maps ever get finished or not
hollow and carve make for hideous optimization problems and sometimes even brush duplicates over themselves, if you are gonna release your map publicly, you wont use it
Displacement gaps are probably the smallest problems any map has. You can find a few of them if you fly around in spectate and look where displacements bump into eachother. Theres a forum game going on where people carve spheres into displacements and stuff and see whether it freezes, crashes, or sometimes even compliles. http://forums.tf2maps.net/showthread.php?t=4640 Highlights: http://img168.imageshack.us/img168/7039/merrychristmas5dm4.png http://img205.imageshack.us/img205/574/sphherrrlk3.gif ^ that last one is actually a sphere hollowed outward. Anyway, my rule is to only use 'dangerous' automated tools on squares. Complicated shapes is what models are for :p
I use hollow to make rooms in NS maps. Easier to setup a box that way. After that it's all manual vertex and splitting. I learned the hard way that carve using any shape except a rectangle if really, really horrid and will leave gaps everywhar!