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
