major, you could have just left your first e-mail and then later called it a joke.
----- Original Message ----- From: Major Johnson <[email protected]> Date: Thursday, September 10, 2009 12:35 pm Subject: Re: [hlmappers] Displacement problem. To: Discussion of Half-Life Mapping <[email protected]> > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
