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 > > >
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