Doh.  I can't read today.  Twi*s*ter not Twi*t*ter.

On Thu, Sep 10, 2009 at 1:19 PM, Major Johnson <[email protected]> wrote:

> I don't see how twitter would solve an unusual geometry problem.
>
> Draco18s
>
>
>
> On Thu, Sep 10, 2009 at 10:21 AM, Tobias Kammersgaard <
> [email protected]> wrote:
>
>> Have you tried using Twister?
>> http://www.users.on.net/~imperialcarp/Twister/Twister.html<http://www.users.on.net/%7Eimperialcarp/Twister/Twister.html>
>>
>> <http://www.users.on.net/~imperialcarp/Twister/Twister.html<http://www.users.on.net/%7Eimperialcarp/Twister/Twister.html>>That
>> might make
>> it easier for you.
>>
>> /ScarT
>>
>>
>> 2009/9/10 Minh <[email protected]>
>>
>> > yea, I thought of cutting the brushes up so they are triangles but then
>> > i couldn't turn them into displacements
>> >
>> > Bluestrike wrote:
>> > > I would clip the square blocks in 2 so I get triangles and then
>> > manipulate
>> > > the points to smooth it out.
>> > > Now the question is how you want to fill up the space around the
>> paths,
>> > it
>> > > can be done using large displacements that go under the path,
>> > > what would cause some inperfect texture allignments, another way to do
>> it
>> > is
>> > > to create several large displacements in a slope and simply paint the
>> > road
>> > > on it after you modeled the terrain until its the way you like it.
>> > >
>> > > ----- Original Message -----
>> > > From: "Minh" <[email protected]>
>> > > To: "Discussion of Half-Life Mapping" <
>> [email protected]
>> > >;
>> > > "Jess Cliffe" <[email protected]>
>> > > Sent: Thursday, September 10, 2009 8:25 AM
>> > > Subject: [hlmappers] Displacement problem.
>> > >
>> > >
>> > >
>> > >> Ok, im having a wicked time trying to create a winding road down a
>> > >> hillside. I'm using brushes to create the pathway (which i will later
>> > >> turn into displacements). Now, in order for the displacements to sew
>> > >> properly, I need to make sure the vertices of the path are all
>> > >> connected. I'm having a bitch of a problem doing this because it
>> causes
>> > >> "invalid solid structures".
>> > >> Here's a pic of what my path looks like
>> > >> http://www3.telus.net/public/a6a91102/winding_road_hill.jpg
>> > >>
>> > >> Here's what a portion of the path looks like after i vertex
>> manipulate
>> > >> it so the vertices touch
>> > >> http://www3.telus.net/public/a6a91102/problem_before.jpg
>> > >>
>> > >> Now, this is what I get after I "fix" the brushes so they're valid
>> > >> structures
>> > >> http://www3.telus.net/public/a6a91102/problem_after.jpg
>> > >>
>> > >>
>> > >> So my question is, should I just make the path lie flat, and then
>> turn
>> > >> them into displacements and then raise them?
>> > >>
>> > >> _______________________________________________
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>> > >>
>> > >
>> > >
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>> > >
>> > >
>> > >
>> >
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>> >
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>
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