Wow yall are taking a long way around IMO.
This is how I would do it:
Create "reference elevation brushes"  at various points where the road must
be as it winds down the hill.   Then create a 6 sided arch that is like 256
thick and high enough to to go from highest point to lowest point and route
the path through your points keeping the road surface in the same
(highest)plane.
http://sunspotnet.net/sunspot/winding.jpg
now change the road surface into a displacemnt and set the displacement tool
to max width.  Work your way down the road dropping it in elevation using
the ref brushes to kinda know where you are.  Go back and  Smooth it.
Boom...   nice sloping curvy road.
http://sunspotnet.net/sunspot/winding1.jpg
http://sunspotnet.net/sunspot/winding2.jpg
http://sunspotnet.net/sunspot/winding3.jpg
http://sunspotnet.net/sunspot/windingroad.vmf

This example took me about 10 minutes tops, no vertex manip used although
while in the flat plane it would be easy to add straight sections or
whatever. Keeping all the faces highlited during terrain edit will save you
from sewing problems as well.
----------------------------------------------------------------------

Message: 1
Date: Thu, 10 Sep 2009 15:25:57 +0900
From: Minh <[email protected]>
Subject: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping
        <[email protected]>,     Jess Cliffe
        <[email protected]>
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

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?



------------------------------

Message: 2
Date: Thu, 10 Sep 2009 01:59:15 -0500
From: Benjamin J Dunbar <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>
Message-ID: <[email protected]>
Content-Type: text/plain; charset=us-ascii

can you make the path on one plane instead of making the path pieces
descend?  Then you can vertex them together and turn them into
displacements, round off the sides...then select all the pieces of the path
and rotate them to slope down the hillside?  I don't know how to solve your
unusual solids issue.  Hope I explained this well for you.

----- Original Message -----
From: Minh <[email protected]>
Date: Thursday, September 10, 2009 1:26 am
Subject: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>, Jess
Cliffe <[email protected]>

> 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
> 
> 


------------------------------

Message: 3
Date: Thu, 10 Sep 2009 16:31:50 +0900
From: Minh <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Yea, I think that may be the only method of doing this..

Benjamin J Dunbar wrote:
> can you make the path on one plane instead of making the path pieces
descend?  Then you can vertex them together and turn them into
displacements, round off the sides...then select all the pieces of the path
and rotate them to slope down the hillside?  I don't know how to solve your
unusual solids issue.  Hope I explained this well for you.
>
> ----- Original Message -----
> From: Minh <[email protected]>
> Date: Thursday, September 10, 2009 1:26 am
> Subject: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping <[email protected]>,
Jess Cliffe <[email protected]>
>
>   
>> 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
>
>
>   



------------------------------

Message: 4
Date: Thu, 10 Sep 2009 12:26:43 +0200
From: "Bluestrike" <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: "Discussion of Half-Life Mapping"
        <[email protected]>
Message-ID: <070172034f3d4f2ca36d08cadfd4a...@ares>
Content-Type: text/plain; format=flowed; charset="iso-8859-1";
        reply-type=original

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 




------------------------------

Message: 5
Date: Thu, 10 Sep 2009 20:43:10 +0900
From: Minh <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

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
>
>
>   



------------------------------

Message: 6
Date: Thu, 10 Sep 2009 16:21:53 +0200
From: Tobias Kammersgaard <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Have you tried using Twister?
http://www.users.on.net/~imperialcarp/Twister/Twister.html

<http://www.users.on.net/~imperialcarp/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
>
>


------------------------------

Message: 7
Date: Thu, 10 Sep 2009 13:19:27 -0400
From: Major Johnson <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

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
>
>


------------------------------

Message: 8
Date: Thu, 10 Sep 2009 13:20:23 -0400
From: Major Johnson <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

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
>>
>>
>


------------------------------

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