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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