Well Pfffb.

Draco18s


On Thu, Sep 10, 2009 at 4:19 PM, Benjamin J Dunbar <
[email protected]> wrote:

> 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/%7Eimperialcarp/Twister/Twister.html>>>
> > >>
> > <http://www.users.on.net/~imperialcarp/Twister/Twister.html<http://www.users.on.net/%7Eimperialcarp/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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> > >> > >
> > >> > >
> > >> > >
> > >> >
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