It's the edges "sinking in" you're talking about that I don't like. Seems very messy and extremely hard to work with considering how Hammer handles displacements. I was talking about sewing the path to the terrain surrounding it, which is ideally what you want.
On Fri, Sep 11, 2009 at 7:51 AM, Jeff Russo <[email protected]>wrote: > Not sure why there would be a sewing problem? The road is end to end sewn > together. The terrain it rests on would be a separate displacement, > "co-existing". Edges of the road would just sink into surrounding terrain > not be sewn. > > The fact the road displacement is an arch to start with shouldn't matter > any > more than separate hand constructed brushes. (other than being nice, > uniform > segments) at least I don't know of any issues with arches and > displacements. > > Anyhow, the original issue of invalid brush comes from one of the faces > that > has 4 "corners" all at different elevations. A displacement, however is > seen by the editor as the shape it was before displaced. Once displaced > the > new visible mesh can go anywhere. > Today's Topics: > > 1. Re: Displacement problem. (Major Johnson) > 2. Re: Displacement problem. (Dan W) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Thu, 10 Sep 2009 16:35:41 -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 > > 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/%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> > > <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 > > > > > > > ------------------------------ > > Message: 2 > Date: Fri, 11 Sep 2009 07:01:47 +1000 > From: Dan W <[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 > > That's all well and good until you need to combine those displacements with > the actual terrain, and considering that you've used arches, sewing would > be > rather difficult. If the hillside is already a displacement, can you get > away with using alpha blending to create a path? You might not be able to > use one of the "road" textures, but maybe generic concrete would do the > trick. > > On Fri, Sep 11, 2009 at 6:46 AM, Jeff Russo <[email protected] > >wrote: > > > 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/%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? > > > >> > > > >> _______________________________________________ > > > >> 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/%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> > > <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/%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> > > <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 > > > > > > > > End of hlmappers Digest, Vol 19, Issue 4 > > **************************************** > > > > > > > > _______________________________________________ > > 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 > > > > End of hlmappers Digest, Vol 19, Issue 6 > **************************************** > > > > _______________________________________________ > 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
