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
> > > >
> > > >
> > > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
> >
> >
> > ------------------------------
> >
> > 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
> > ****************************************
> >
> >
> >
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> > please visit:
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> >
> >
>
>
> ------------------------------
>
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> please visit:
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>
>
> End of hlmappers Digest, Vol 19, Issue 6
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