As far as i know, any four corner brush will turn into a displacement (at least 
if you only select one surface of the cube, but i could be wrong, I only tested 
this for 5 minutes). Try turning the top surfaces of the sloped brushes into 
displacements?

If that doesn't work, you dont need any weird solid structures. Just Make the 
brushes flat and then raise them with "Paint Geometry". From the overhead view, 
use skew + vertex manipulation to get the edges aligned properly. See photo:
http://img5.imageshack.us/i/boxesn.png/

Then use the other two views to drag the brush down to the desired height.

Creating twisted and skewed brushes only leads to problems. If youre worried 
about leaks, your solid brushes are under the displacement, so they dont need 
to slope downward and cause solid errors.

Hope this helps,
Eric "JanetReno" Schultz


________________________________________
From: [email protected] 
[[email protected]] On Behalf Of Dan W 
[[email protected]]
Sent: Thursday, September 10, 2009 7:36 PM
To: Discussion of Half-Life Mapping
Subject: Re: [hlmappers] Displacement problem.

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
> > ****************************************
> >
> >
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
>
>
> ------------------------------
>
> _______________________________________________
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>
>
>
> End of hlmappers Digest, Vol 19, Issue 6
> ****************************************
>
>
>
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>
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