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? >> > >> >> > >> _______________________________________________ >> > >> To unsubscribe, edit your list preferences, or view the list >> archives, >> > >> please visit: >> > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> > >> >> > > >> > > >> > > _______________________________________________ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlmappers >> > > >> > > >> > > >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlmappers >> > >> > >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> >> > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
